C'Therra the Undying - Death Tyrant (Lich) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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C'Therra the Undying - Death Tyrant (Lich) CR: 16 (25,000 XP)

Large aberration, undead, lawful evil
Armor Class: 19
Hit Points: 320 (4d100)
Speed: 0 ft , fly: 35 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft , can hover

STR

10 +0

DEX

14 +2

CON

14 +2

INT

20 +5

WIS

16 +3

CHA

19 +4

Saving Throws: Saving Throws Str +5, Con +7, Int +9, Wis +7, Cha +9
Skills: Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances: Cold, Lightning, Necrotic
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: charmed, exhaustion, paralyzed, petrified, poisoned, prone
Senses: Senses darkvision 120 ft., passive Perception 22
Languages: Common, Celestial, Abyssal
Challenge Rating: 16 (25,000 XP)

  • Spellcasting. The lich is an 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +10 to hit with spell attacks). The lich has the following wizard spells prepared:
 
  • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
 
  • 2nd level (3 slots): detect thoughts, invisibility, mirror image
 
  • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
 
  • 4th level (3 slots): blight, dimension door
 
  • 5th level (3 slots): scrying, counter spell
 
  • 6th level (1 slot): disintegrate, globe of invulnerability
  Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

At will: Cantrips (at will): mage hand, prestidigitation, ray of frost


Negative Energy Cone. The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.   Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.

Actions

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
  • 1. Charm Ray: The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the tyrant harms the creature.
  • 2. Paralyzing Ray: The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 3. Fear Ray: The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 4. Slowing Ray: The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 5. Enervation Ray The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • 6. Telekinetic Ray: If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or until the tyrant is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  • 7. Sleep Ray: The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  • 8. Petrification Ray: The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  • 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 35 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  • 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 40 (8d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The death tyrant can take 3 legendary actions, using the Eye Ray option below. Legendary actions reset each round starting at iniative 20.   It can take only one legendary action at a time and only at the end of another creature’s turn. The tyrant regains spent legendary actions at the start of its turn.   Bite (Costs 1 Action): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.   Eye Ray The death tyrant uses one random eye ray.   Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.   Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.   Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.   Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 18 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair Actions

When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects:   An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on the next round.   Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.   A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears.       The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.

Regional Effects

A region containing a death tyrant's lair is warped by the creature's unnatural presence, which creates one or more of the following effects: Creatures within 1 mile of the tyrant's lair sometimes feel as if they're being watched even when they aren't.   When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant's lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant.   If the death tyrant dies, these effects fade over the course of 1d10 days.  

  • As a Beholder ages, it spends more and more time worrying about it's mortality. The dreams of such death-fearing of a Beholder might reach into strange corners of reality and imagine circumstances in which the creature can live on after death. Sometimes these creatures become Death Tyrants but the truly evil and worst of their kind seek lichdom as way to live forever.
  • The ritual requires a large number of living sacrifice and takes months before can succeed. A Beholder who decides this for themselves will often employ the help of others to acheive thier own end using thier influence to manipulate lesser beings into service.
  • Death Tyrants are signficantly weaker than tradtional Liches but are still just as cunning and deadly as thier humaniod peers. If ever you find yourself in the presence of this being, run. Run as far away as you can...

Suggested Environments

  • Death Tyrants who become Liches tend to be extremely secluded. They're not likley to find a lair anywhere near civilization but close enough they can find living souls for this unholy ritual they must perform. They tend to stick to islands and extremely remote mountains and deep underdark caverns, carving a lair with the thier disentigration ray.


Created by

DarmokDnD.

Statblock Type

Monster

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