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If you're from the future and WotC has finally released

Demilich official epic-level rules (or you have homebrew rules), the
In 3.5e, demiliches were extremely powerful, ascendent forms example demilich should cast spells as a 21st-level Wizard. I
of liches. In 5e they're weaker and can't even cast spells. considered giving them completely unlimited spellcasting
Obviously, this is unacceptable. (like Quenthal Baenre from OotA), but that seems too
Demiliches are by definition epic-level spellcasters. Since powerful for just any old demilich.
we don't have proper epic-level spellcasting rules as of when Like with the variant lich in this guide, a demilich can be
I'm writing this guide, I'm using the spellcasting feature that any spellcaster, not just a wizard. It can benefit from magic
Acererak has in ToA; I have no idea where WotC pulled the items that lay near its phylactery. It lacks any of the normal
numbers from, but it's official, I guess. demilich special traits, but has many of those common to
ordinary liches.

Demilich Turn Immunity. The demilich is immune to effects that

turn undead.
Tiny undead, any evil alignment

Armor Class 20 (natural armour) Actions

Hit Points 165 (21d4 + 63) Paralyzing Touch. Melee Spell Attack: +15 to hit, reach
Speed 0 ft., fly 120 ft. (hover) 5 ft., one target. Hit: 35 (10d6) cold damage. The
target must succeed on a DC 20 Constitution saving
throw or be paralyzed for 1 minute. The target can
STR DEX CON INT WIS CHA repeat the saving throw at the end of each of its turns,
2 (−4) 20 (+5) 16 (+3) 27 (+8) 21 (+5) 20 (+5) ending the effect on itself on a success.
Trap Soul. The demilich targets one creature that it can
Saving Throws Con +10, Int +15, Wis +12 see within 30 feet of it. The target must make a DC 23
Skills Arcana +15, History +15, Insight +12, Perception Charisma saving throw. On a failed save, the target's
+12 soul is magically trapped inside one of the demilich's
Damage Resistances acid, fire, thunder gems. While the soul is trapped, the target's body and
Damage Immunities cold, lightning, necrotic, poison; all the equipment it is carrying cease to exist. On a
bludgeoning, piercing, and slashing from nonmagical successful save, the target takes 24 (7d6) necrotic
weapons damage, and this damage reduces the target to 0 hit
Condition Immunities charmed, exhaustion, frightened, points, its soul is trapped as if it failed the saving
paralyzed, poisoned throw. A soul trapped in a gem for 24 hours is
Senses truesight 120 ft., passive Perception 22 devoured and ceases to exist.
Languages Common plus up to seven other languages
Challenge 23 (50,000 XP) If the demilich drops to 0 hit points, it is destroyed and
turns to powder, leaving behind its gems. Crushing a
Legendary Resistance (3/Day). If the demilich fails a gem releases any soul trapped within, at which point
saving throw, it can choose to succeed instead. the target's body re-forms in an unoccupied space
nearest to the gem and in the same state as when it
Limited Magic Immunity. The demilich can't be affected was trapped.
or detected by spells of 6th level or lower unless it
wishes to be. It has advantage on saving throws against Legendary Actions
all other spells and magical effects. The demilich can take 3 legendary actions, choosing
Rejuvenation. If it has a phylactery, a destroyed demilich from the options below. Only one legendary action
gains a new "body" in 1d10 days, regaining all its hit option can be used at a time and only at the end of
points and becoming active again. The new body another creature's turn. The demilich regains spent
appears within 5 feet of the phylactery. The body takes legendary actions at the start of its turn.
whatever form the demilich chose when it became a
demilich. Cantrip. The demilich casts a cantrip.
Spellcasting. The demilich is a 20th-level spellcaster. Its Cast Spell (Costs 1-3 Actions). The demilich uses a spell
spellcasting ability is Intelligence (spell save DC 23, slot to cast a 1st-, 2nd-, or 3rd-level spell that it has
+15 to hit with spell attacks). The demilich has the prepared. Doing so costs 1 legendary action per level
following wizard spells prepared: of the spell.
Cantrips: mage hand, ray of frost, shocking grasp Paralyzing Touch (Costs 2 Actions). The demilich uses
1st level (at will): ray of sickness, shield its Paralyzing Touch.
2nd level (at will): arcane lock, knock Frightening Gaze (Costs 2 Actions). The demilich fixes
3rd level (at will): animate dead, counterspell, fireball its gaze on one creature it can see within 10 feet of it.
4th level (3 slots): blight, ice storm The target must succeed on a DC 20 Wisdom saving
5th level (3 slots): cloudkill, hold monster, wall of force throw against this magic or become frightened for 1
6th level (3 slots): chain lightning, circle of death, minute. The frightened target can repeat the saving
disintegrate throw at the end of each of its turns, ending the effect
7th level (3 slots): finger of death, plane shift, teleport on itself on a success. If the target's saving throw is
8th level (2 slots): maze, mind blank successful or the effect ends for it, the target is
9th level (2 slots): power word kill, time stop immune to the banelich's gaze for the next 24 hours.