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What Lies beyond Lichdom

Habitat: Any; Treasure: Arcana

A demilich is a skull harboring the remnants of a lich’s wicked essence. If the burden of immortality overwhelms a lich, its consciousness turns inward as its body rots away. But if its remains are disturbed, a demilich rises. Demiliches usually appear as skulls adorned with gems or arcane sigils.


Demilich Lairs

Demiliches jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.

The region containing a demilich’s lair is twisted by its presence, creating the following effects:

Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a DC 20 Constitution saving throw or have its Hit Point maximum reduced by 1d4. This reduction lasts until the creature finishes a Long Rest outside that area.

Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.

If the demilich dies or moves its lair elsewhere, these effects end immediately.

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.

Undead Restoration. If the demilich is destroyed, it reforms and regains all its Hit Points in 1d10 days unless a Wish spell is cast on its remains.

Actions

Multiattack. The demilich makes three Necrotic Burst attacks.

Necrotic Burst. Melee or Ranged Attack Roll: +11, reach 5 ft. or range 120 ft. Hit: 24 (7d6) Necrotic damage.

Howl (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the demilich. Failure: 70 (20d6) Psychic damage. Failure or Success: The target has the Frightened condition until the start of the demilich’s next turn.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the demilich can expend a use to take one of the following actions. The demilich regains all expended uses at the start of each of its turns.

Energy Drain. Constitution Saving Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6). Failure or Success: The demilich can’t take this action again until the start of its next turn.

Grave-Dust Flight. The demilich flies up to its Fly Speed, shedding grave dust. Each creature within 5 feet of the demilich as it moves is targeted once by the following effect. Constitution Saving Throw: DC 19. Failure: The target has the Blinded condition until the end of the demilich’s next turn. Failure or Success: The demilich can’t take this action again until the start of its next turn.

Necrosis. The demilich makes one Necrotic Burst attack.


Demilich

Tiny Undead, Neutral Evil
  • Armor Class 20
  • Hit Points 180 (72d8)
  • Speed 5 ft., Fly 30 ft. (hover)
  • Initiative +17 (27)
STR
1 (-5)
DEX
20 (5)
CON
10 (0)
INT
20 (5)
WIS
17 (3)
CHA
20 (5)
  • Saving Throws Str -5, Dex +11, Con +6, Int +11, Wis +9, Cha +5
  • Damage Resistance Bludgeoning, Piercing, Slashing
  • Damage Immunities Necrotic, Poison, Psychic
  • Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
  • Senses Truesight 120 ft., passive Perception 13
  • Languages None
  • Challenge 18 (20,000 XP)
  • Habitat Any
  • Treasure Arcana
  • Legendary Resistance (3/Day, or 4/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.
  • Undead Restoration. If the demilich is destroyed, it reforms and regains all its Hit Points in [[1d10]] (1d10) days unless a *Wish* spell is cast on its remains.

Actions


  • Multiattack. The demilich makes three Necrotic Burst attacks.
  • Necrotic Burst (Melee). Melee Weapon Attack: +11 to hit, reach 5 ft., One Target. Hit: (7d6) Necrotic damage.
  • Necrotic Burst (Ranged). Ranged Weapon Attack: +11 to hit, reach 120 ft., One Target. Hit: (7d6) Necrotic damage.
  • Howl (Recharge 5–6). *Constitution Saving Throw:* DC 19, each creature in a 30-foot Emanation originating from the demilich. *Failure:* 70 (or [[20d6]] (20d6)) Psychic damage. *Failure or Success:* The target has the Frightened condition until the start of the demilich’s next turn.

Legendary Actions


Demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Demilich regains spent legendary actions at the start of their turn.
  • Energy Drain.*Constitution Saving Throw:* DC 19, one creature the demilich can see within 120 feet. *Failure:* The target’s Hit Point maximum decreases by 14 (or [[4d6]] (4d6)). *Failure or Success:* The demilich can’t take this action again until the start of its next turn.
  • Grave-Dust Flight.The demilich flies up to its Fly Speed, shedding grave dust. Each creature within 5 feet of the demilich as it moves is targeted once by the following effect. *Constitution Saving Throw:* DC 19. *Failure:* The target has the Blinded condition until the end of the demilich’s next turn. *Failure or Success:* The demilich can’t take this action again until the start of its next turn.
  • Necrosis.The demilich makes one Necrotic Burst attack.
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