Gargantuan undead,chaotic evil

  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., climb 40ft., fly 80ft., burrow 40 ft.

27 (+8) 12 (+1) 25 (+7) 18 (+4) 17 (+3) 23 (+6)

  • Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  • Skills Perception +17, Stealth +8
  • Damage Resistances necrotic
  • Damage Immunities psychic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poison
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 24 (36,500 XP)

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Reistance. The dracolich has advantage on saving throws against spells and other magical effects.


Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) psychic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is no longer frightened, but is still shaken. The creature has to succeed again on a DC 18 Wisdom saving throw to end the effect on itself. It is then rendered immune to the dragon's Frightful Presence for the next 24 hours.
Psychic Breath (Recharge 5-6). The dracolich exhales a psionic gas in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw, taking 77 (22d6) psychic damage on a failed save, or half as much damage on a successful one.

Legenary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


was once a purple dragon. Once. A purple dragon that shrank away from the possibility of death. His gift with magic drove him to necromancy, and the path to lichdom. His body has now long rotted away, only leaving the dracolich's bones and his spirit to wander through the islands, corrupting things with his influence. Centuries ago, adventurers challenged him and almost succeeded in destroying him. The wizard Mailee was the only one left alive at the end of the fight with both of them near death, or in Alok-Dilon's case, permanent death. In a moment of weakness, Mailee took the dracolich's deal, accepting the Lehune stone so that she could bring her friends back to a form of life in an illusory reality created from the wizard's dreams. She also because his unknowing slave, contributing her own power as a growing lich, and the souls of those adventurers that died in her dungeon to the dracolich's power. He had to retreat deep into the volcanic tunnels beneath the islands after that battle, recovering power and beginning to spread his corruption again. This time, his influence has driven some of the wildlife mad, along with influencing some of the kobold tribes that live in the ruins of the old empire. It is his energy that has driven the kobolds to their current raiding, the kuo-toa to their misguided worship, and the local wildlife to their violence. His influence is what finally corrupted the dragon turtle the natives call Honu, turning what was once a relatively peaceful being into the destructive weapon Honu is now. Alok-Dilon's only real goal is domination, whether through chaos or corruption.

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