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Yesterday I posted that I was running my first Lich. Today I have made the full statblock for my 6 level 19 party members to fight at the end of this one-shot. Is it too powerful?

Content of the article: "Yesterday I posted that I was running my first Lich. Today I have made the full statblock for my 6 level 19 party members to fight at the end of this one-shot. Is it too powerful?"

Lich with Wand, Hand, and Eye

AC: 21

HP: 215

Speed: 40

/ STR 20 (+5) / DEX 16 (+3) / CON 16 (+3) / INT 20 (+5) / WIS 14 (+2) / CHA 16 (+3) /

Saving Throws:

/ Con +10 / Int +12 / Wis +9 /

Skills:

/ Arcana +9 / History +12 / Insight +9 / Perception +9 /

Resistances:

Cold, Lightning, Necrotic

Immunities:

Poison, Bludgeoning, Piercing, and slashing from nonmagical damage

—–

Charmed, exhaustion, frightened, paralyzed, poisoned, disease, cannot be surprised

Senses:

Truesight 120; Passive Per 19

Languages:

Common, Orc, Infernal, Abyssal, Elven, Celestial

Legendary Resist (3/Day) / Spellcasting (Save DC 22, +12 Attack Bonus)

Regain 1d10+1d6 HP every turn

Advantage on saving throws against turn undead effects

—–

Paralyzing Touch – Melee Spell Attack: +12 to hit, 5ft. 3d6 cold damage, target must succeed a DC20 con saving throw or be paralyzed for one minute. Can repeat saving throw at the end of each of it's turns. (If cast with Hand of Vecna, deal an additional 2d8 cold)

Eye of Vecna: X-Ray Vision (30ft for 1 min., End as Bonus Action)

Hand of Vecna: touch, DC18 Con save or drop to 0 HP

—–

Legendary Actions:

Cantrip

Paralyzing Touch (2 actions)

Frightening Gaze (2 actions): 10ft, make a DC20 Wis saving throw or be frightened for 1 minute. Can repeat this saving throw at the end of each of your turns. If successful or it ends, target it immune to it for 24 hours.

Disrupt Life (3 actions): Each non-undead within 20ft must make a DC20 con throw or take 6d6. Save for half.

—–

LAIR ACTIONS

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich cannot use the same effect two rounds in a row:

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• The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

• The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.

• The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed 411 save, or half as much damage on a success. The apparitions then disappear.

—–

Lich Spells

Cantrips: mage hand, prestidigitation, ray of frost, *toll the dead

1st Level (4): detect magic, magic missile, shield, thunderwave, *hellish rebuke

2nd Level (3): detect thoughts, invisibility, Melf's acid arrow, mirror image

3rd Level (3): animate dead, counterspell, dispel magic, fireball

4th Level (3): blight, dimension door

5th Level (3): Cloudkill, scrying

6th Level (1): Disintegrate, globe of invulnerability

7th Level (1): Finger of Death, Plane Shift, *Teleport

8th Level (1): Dominate Monster, Power word Stun

9th Level (1): Power Word Kill

Wand of Orcus: 7 Charges – Save DC18

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Animate Dead (0 Charge)

Blight (0 Charges)

Circle of Death (1 Charges)

Finger of Death (1 Charges)

Power Word Kill (2 Charges)

Speak with Dead (0 Charge)

(Raise Zombies or Skeletons that have average HP, up to a total of 500 HP. This is 38 Skeletons, or 22 Zombies.)

Hand of Vecna: 8 Charges – Save DC18

Finger of Death (5 Charges)

Sleep (1 Charge)

Slow (2 Charges)

Teleport (3 Charges)

(Every spell you cast with the hand; it casts suggestion DC18 on you making you commit an evil act)

Eye of Vecna: 8 Charges – Save DC18

Clairvoyance (2 Charges)

Crown of Madness (1 Charge)

Disintegrate (4 Charges)

Dominate Monster (5 Charges)

Eyebite (4 Charges)

(5 percent chance of Vecna killing you if you use the eye for spells)

—–

Artifact Properties

Wand of Orcus

While attuned to the artifact, you can use an action to cast one 1st-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1-5, you cannot cast it again until the next dawn.

While attuned to the artifact, you can use an action to cast one cantrip (chosen by the DM) from it.

While attuned to the artifact, your walking speed increases by 10 feet.

While attuned to the artifact, you must eat and drink six times the normal amount each day.

While attuned to the artifact, your weight increases by 40 pounds.

While attuned to the artifact, you cannot smell.

Hand of Vecna

While attuned to the artifact, you are immune to disease.

While attuned to the artifact, you can use an action to cast one 7th-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.

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While attuned to the artifact, your appearance changes as the DM decides.

Eve of Vecna

While attuned to the artifact, you gain a +1 bonus to Armor Class.

While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.

While you are attuned to the artifact, animals within 30 feet of you are hostile toward you.

Source: reddit.com

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