Demilich (Trap Soul)

Source: Monster Manual p. 48

"name": "Demilich (Trap Soul)"
"size": "Tiny"
"type": "undead"
"alignment": "Neutral Evil"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "80"
"hit_dice": "32d4"
"modifier": !!int "5"
"stats":
  - !!int "1"
  - !!int "20"
  - !!int "10"
  - !!int "20"
  - !!int "17"
  - !!int "20"
"speed": "0 ft., fly 30 ft. (hover)"
"saves":
  - "constitution": !!int "6"
  - "intelligence": !!int "11"
  - "wisdom": !!int "9"
  - "charisma": !!int "11"
"damage_resistances": "bludgeoning, piercing, slashing from magic weapons"
"damage_immunities": "necrotic; poison; psychic; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"condition_immunities": "charmed, deafened, exhaustion, frightened, paralyzed, petrified,\
  \ poisoned, prone, stunned"
"senses": "truesight 120 ft., passive Perception 13"
"languages": ""
"cr": "21"
"traits":
  - "desc": "If the demilich is subjected to an effect that allows it to make a saving\
      \ throw to take only half damage, it instead takes no damage if it succeeds\
      \ on the saving throw, and only half damage if it fails."
    "name": "Avoidance"
  - "desc": "If the demilich fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The demilich is immune to effects that turn undead."
    "name": "Turn Immunity"
"actions":
  - "desc": "The demilich emits a bloodcurdling howl. Each creature within 30 feet\
      \ of the demilich that can hear the howl must succeed on a DC 15 Constitution\
      \ saving throw or drop to 0 hit points. On a successful save, the creature is\
      \ frightened until the end of its next turn."
    "name": "Howl (Recharge 5-6)"
  - "desc": "The demilich targets up to three creatures that it can see within 10\
      \ feet of it. Each target must succeed on a DC 19 Constitution saving throw\
      \ or take 21 (6d6) necrotic damage, and the demilich regains hit points equal\
      \ to the total damage dealt to all targets."
    "name": "Life Drain"
  - "desc": "The demilich targets one creature that it can see within 30 feet of it.\
      \ The target must make a DC 19 Charisma saving throw. On a failed save, the\
      \ target's soul is magically trapped inside one of the demilich's gems. While\
      \ the soul is trapped, the target's body and all the equipment it is carrying\
      \ cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage,\
      \ and if this damage reduces the target to 0 hit points, its soul is trapped\
      \ as if it failed the saving throw. A soul trapped in a gem for 24 hours is\
      \ devoured and ceases to exist.\n\nIf the demilich drops to 0 hit points, it\
      \ is destroyed and turns to powder, leaving behind its gems. Crushing a gem\
      \ releases any soul trapped within, at which point the target's body re-forms\
      \ in an unoccupied space nearest to the gem and in the same state as when it\
      \ was trapped."
    "name": "Trap Soul"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), the demilich rolls a\
      \ d20. On a result of 11 or higher, the demilich takes a lair action to cause\
      \ one of the following effects. It can't use the same effect two rounds in a\
      \ row.\n\n- The tomb trembles violently for a moment. Each creature on the floor\
      \ of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone.\
      \  \n- The demilich targets one creature it can see within 60 feet of it. An\
      \ antimagic field fills the space of the target, moving with it until initiative\
      \ count 20 on the next round.  \n- The demilich targets any number of creatures\
      \ it can see within 30 feet of it. No target can regain hit points until initiative\
      \ count 20 on the next round.  "
    "name": ""
"regional_effects":
  - "desc": "A demilich's tomb might have any or all of the following effects in place:\n\
      \n- The first time a non-evil creature enters the tomb's area, the creature\
      \ takes 16 (3d10) necrotic damage.  \n- Monsters in the tomb have advantage\
      \ on saving throws against being charmed or frightened, and against features\
      \ that turn undead.  \n- The tomb is warded against the magical travel of creatures\
      \ the demilich hasn't authorized. Such creatures can't teleport into or out\
      \ of the tomb's area or use planar travel to enter or leave it. Effects that\
      \ allow teleportation or planar travel work within the tomb as long as they\
      \ aren't used to leave or enter the tomb's area.  \n\nIf the demilich is destroyed,\
      \ these effects fade over the course of 10 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the demilich (trap soul) can expend a use to take one of the following actions.\
  \ The demilich (trap soul) regains all expended uses at the start of each of its\
  \ turns."
"legendary_actions":
  - "desc": "The demilich flies up to half its flying speed."
    "name": "Flight"
  - "desc": "The demilich magically swirls its dusty remains. Each creature within\
      \ 10 feet of the demilich, including around a corner, must succeed on a DC 15\
      \ Constitution saving throw or be blinded until the end of the demilich's next\
      \ turn. A creature that succeeds on the saving throw is immune to this effect\
      \ until the end of the demilich's next turn."
    "name": "Cloud of Dust"
  - "desc": "Each creature with in 30 feet of the demilich must make a DC 15 Constitution\
      \ saving throw. On a failed save, the creature's hit point maximum is magically\
      \ reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by\
      \ this effect, the creature dies. A creature's hit point maximum can be restored\
      \ with the  greater restoration spell or similar magic."
    "name": "Energy Drain (Costs 2 Actions)"
  - "desc": "The demilich targets one creature it can see within 30 feet of it. The\
      \ target must succeed on a DC 15 Wisdom saving throw or be magically cursed.\
      \ Until the curse ends, the target has disadvantage on attack rolls and saving\
      \ throws. The target can repeat the saving throw at the end of each of its turns,\
      \ ending the curse on a success."
    "name": "Vile Curse (Costs 3 Actions)"
"source":
  - "MM"