Lich Durmand Saval | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lich Durmand Saval

Medium undead, lawful evil
Armor Class: 17
Hit Points: 144
Speed: 30 ft , fly: 60 ft

STR

11 +0

DEX

16 +3

CON

16 +3

INT

20 +5

WIS

14 +2

CHA

16 +3

Saving Throws: Con +10, Int +12, Wis +9
Damage Resistances: Cold, Lightning, Necrotic
Damage Immunities: Poison, Bludgeoning, Piercing, Slashing from nonmagical weapons
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Spellcasting. (Spell Save DC 20, +12 to hit with spell attacks)

  • Cantrips - chill touch, firebolt, frostbite, lightning lure, mind sliver, ray of frost, sapping sting, shocking grasp
  • 1st - burning hands, catapult, frost fingers, ice knife, magic missile, magnify gravity, puppet, shield, thunderwave, witch bolt
  • 2nd - acid arrow, aganazzar's scorcher, cloud of daggers, melf's acid arrow, mind spike, mirror image, misty step, snilloc's snowball swarm, tasha's mind whip, vortex warp
  • 3rd - antagonize, counterspell, dispel magic, erupting earth, melf's minute meteors, pulse wave
  • 4th - blight, dimension door, gravity sinkhole
  • 5th - enervation, telekinesis, temporal shunt
  • 6th - disintegrate, gravity fissure, scatter
  • 7th - arcane sword, power word pain
  • 8th - feeblemind, power word stun, reality break
  • 9th - power word kill, time ravage


Feat: Critical Caster.

  • Your spells can now critical on natural 20's, gaining an additional maxed damage die.
Feat: Null Magic Mantle.
  • So long as you have Counterspell or Dispel Magic readily prepared (but not cast) you suffer 3 less damage from spells of any kind.

Actions

Paralyzing Touch. Melee Spell Attack. +12 to hit, reach 5 ft., one target. Hit: 3d6 cold damage. The target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.   Hate Spike. Ranged Spell Attack. +12 to hit, reach 120 ft., one target. Hit: 6d6 force damage.

Legendary Actions

Lich Durmand Saval can take 3 legendary actions, using the options listed below. He can only take one legendary action at a time and only at the end of another creature's turn. Lich Durmand Saval regains spent legendary actions at the start of his turn.   Cantrip. Lich Durmand Saval casts a cantrip.   Paralyzing Touch (2 actions). Lich Durmand Saval uses his Paralyzing Touch.   Frightening Gaze (2 actions). Lich Durmand Saval fixes his gaze on a target he can see within 10 feet. The target must succeed on a DC 18 Wisdom saving throw 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 24 hours.   Disrupt Life (3 actions). Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw or suffer 6d6 necrotic damage on a failed save or half as much on a successful one.

Lair Actions

When fighting inside its lair, Lich Durmand Saval can invoke additional effects to take lair actions. On initiative count 20 (losing ties), Lich Durmand Saval can take one lair action to cause one of the following effects:

  • Disrupt Time. Lich Durmand Saval sends out a burst of time altering energy throughout the room, affecting all targets other than itself and its sentinels. All targets in the room must reroll initiative with disadvantage.
  • Alter Time. Lich Durmand Saval fluxes time around a single target within the room. This target's initiative drops by -5 and Lich Durmand Saval gains +1 initiative.
  • Time Turner. Lich Durmand Saval warps time around two targets within the lair, reducing one target's initiative by -5 and boosting another target's initiative by +5.

This robed and mostly skeletal figure bears age old insignias of the Nine.

Created by

xXxVanityAffair.

Statblock Type

Monster

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