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"