DEMILICH – 5e stats

Tiny undead, neutral evil

Armor Class 20 (natural armor)
Hit Points 80 (32d4)
Speed 0 ft., fly 30 ft. (hover)

Proficiency Bonus +6
Proficiency Bonus +14 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
1 (-5)20 (+5)10 (+0)20 (+5)17 (+3)20 (+5)

Saving Throws Con +6, Int +11, Wis +9, Cha +11
Damage Resistances bludgeoning, piercing, and slashing from magic weapons
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses truesight 120 ft., passive Perception 13
Languages –
Challenge 18 (20,000 XP)

Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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

Turn Immunity. The demilich is immune to effects that turn undead.

ACTIONS

  • Howl (Recharge 5-6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
  • Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

LEGENDARY ACTIONS

The 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. The demilich regains spent legendary actions at the start of its turn.

  • Flight. The demilich flies up to half its flying speed.
  • Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, incl uding around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
  • Energy Drain (Costs 2 Actions). Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or s imil ar magic.
  • Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A demilich is a powerful undead creature that has transcended the need for a physical body. It is the final stage of a lich’s arcane journey, when it has learned all the secrets of magic and reality. A demilich usually appears as a floating skull adorned with jewels that act as soul gems, containing the essence of the demilich and its victims. A demilich has no flesh, organs, or senses, but it can perceive its surroundings with truesight and communicate telepathically. A demilich is driven by an insatiable hunger for souls, which it devours with its life-draining power. A demilich can also emit a terrifying howl that can kill or frighten nearby creatures. A demilich is immune to most forms of magic and damage, and can only be harmed by certain spells or weapons. A demilich can also use its legendary resistance to avoid any harmful effects. A demilich is a formidable foe that few adventurers can hope to defeat.

COMBAT

A demilich prefers to hide its remains and treasures in a labyrinthine tomb guarded by monsters and traps of all kinds. The heart of the labyrinth hosts the demilich’s skull and the dust of its other bones. In its crypt, a demilich has access to lair actions and additional uses of its legendary actions. A demilich can manipulate its tomb to create tremors, antimagic fields, or prevent healing. A demilich can also summon spectral creatures to aid it in combat, such as banshees, specters, or wraiths. A demilich rarely engages in direct combat, preferring to lure its enemies into its traps or drain their souls from afar. However, if confronted, a demilich will use its howl and life drain to quickly dispatch its foes. A demilich can also cast spells from its previous life as a lich, using its intelligence and charisma as spellcasting abilities. A demilich can cast any spell it knows without components or preparation, as long as it has enough soul energy to fuel it. A demilich can also use its soul gems to power certain magic items, such as wands or staffs.

When it has learned all that it feels it can in its undead life, the lich will continue its quest for power in strange planes unknown to even the wisest of sages. Since it has no use for its physical body at this point, the lich leaves it to decay as it should have done centuries ago.

If the final resting place of a demilich’s remains are entered, the dust which was once its body will rise up and assume a man-like shape. In the case of the oldest demiliches , the shape will advance and threaten, but dissipate without attacking in 3 rounds unless attacked. Younger demiliches still retain a link to their remains, however, and will form with the powers of a wraith. This dust form cannot be turned. In addition, it can store energy from attacks and use this power to engage its foes.

If anyone touches the skull it will rise into the air and turn to face the most powerful of the intruders (a spell user will be chosen over a non-spell user). Instantly, it unleashes a howl which acts as a death ray, affecting all creatures within a 20’ radius of the skull. Those who fail to save vs. death are permanently dead.

On the next round, the demilich will employ another manner of attack. In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. The physical body of someone hit with the demilich’s spell collapses and rots away in a single round.

Once it has drained the life essence from the most powerful member of the party, the skull sinks back to the floor. If it continues to be challenged, the demilich can repeat this attack until all of its gems are filled. An amulet of life protection will prevail over the gem, but the character’s body will perish regardless.

In addition to the attacks mentioned above, a demilich can also pronounce a powerful curse on those who disturb it. These can be so mighty as to include: always being hit by one’s enemies, never making a saving throw, or the inability to acquire new experience points. Demilich curses can be overcome with a remove curse, but the victim loses one point of charisma permanently when the curse is removed.

Upon the destruction of the skull, those who have been trapped inside the gems must make a saving throw vs. spell. Those who fail are lost forever, having been consumed by the demilich to power its magical nature.

If the character survives, the gem glows with a faint inner light, and true seeing will reveal a tiny figure trapped within. If the throw is made the soul can be freed by simply crushing the gem. A new body must be within 10 yards for the soul to enter or it will be lost. Such a body might be a clone or simulacrum. (See spells of those names.)

If the fragments of the destroyed skull are not destroyed by immersion in holy water and the casting of a dispel magic the demilich will reform in 1-10 days.

HABITAT / SOCIETY

A demilich is a solitary creature that has no interest in the affairs of the living or the dead. It spends most of its time in a state of torpor, dreaming of arcane mysteries and cosmic secrets. A demilich only awakens when it senses a potential source of souls nearby, such as a group of adventurers or a nearby settlement. A demilich will then use its magic and minions to lure or capture its prey and bring them to its tomb, where it will devour their souls and add them to its collection. A demilich does not care about anything other than satisfying its hunger and pursuing its arcane goals. It has no allies or enemies, except for those who seek to destroy it or steal from it. A demilich will not hesitate to kill anyone who trespasses on its domain or interferes with its plans.

ECOLOGY

A demilich is an unnatural creature that disrupts the balance of life and death. It consumes the souls of living beings, preventing them from reaching their afterlife or being reincarnated. A demilich also hoards ancient knowledge and powerful magic items that could benefit the world if used for good purposes. A demilich is a threat to all living things and should be destroyed if possible. However, destroying a demilich is not easy, as it can regenerate from its soul gems and phylactery unless they are all destroyed. Furthermore, a demilich’s tomb is often filled with deadly hazards and guardians that can deter or kill any intruders. Only the most brave and resourceful adventurers can hope to overcome these challenges and put an end to the demilich’s existence.