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The Lichguard

Medium undead, lawful evil
Armor Class 14 (17 with mage armor)
Hit Points 74 (10d8 +30)
Speed 30ft

STR
11 0
DEX
14 +2
CON
16 +3
INT
12 +1
WIS
14 +2
CHA
16 +3

Saving Throws Wis + 6
Skills Arcana + 5, Perception + 6
Damage Resistances Fire, Cold, Necrotic; Blundgeon, slashing and piercing from non-magical sources
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses Darkvision 60ft
Languages Common
Challenge 6

Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 16).

At will: Detect magic, disguise self, mage armor, misty step

1/day: Fear, Hold person


Actions

Multiattack. The wight attacks once with Minddrinker sword and once with psychic dagger.   Psychic Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit 8 (3d4 + 2) psychic damage. Thrown 60/120 ft.   Minddrinker sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (4d6 + 2) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


 

The Lichguard are a special kind of undead creatures created by Faranach the Lich to act as his bodyguards and assassins. They are wights that have been trained in strange magics by the Lich, and thus they have achieved innate spellcasting. Most of their time is spent in training in strange combinations of necromantic and psionoc powers. Every member of the Lichguard can use this training to summon their psychic weapons to use in battle against their foes.


Created by

Kihrak Kal.

Statblock Type

Monster / Creature

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