Demilich

Monster Manual (2025) p. 96

Size
Tiny
Type
undead
Alignment
neutral evil
AC
20
Initiative
17
Hit Points
180 (72d4)
Speed
walk 5 ft., fly 30 ft. (hover)
Saving Throws
Wis +9, Con +6, Int +11
Resistances
bludgeoning, piercing, slashing
Immunities
necrotic, poison, psychic
Condition Immunities
charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses
truesight 120 ft.
Passive Perception
13
Challenge
18
Environment
any
STR
1
−5
DEX
20
+5
CON
10
+0
INT
20
+5
WIS
17
+3
CHA
20
+5

Traits

Proficiency Bonus

+6

Treasure

Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Legendary Resistance (3/Day, or 4/Day in Lair)

If the demilich fails a saving throw, it can choose to succeed instead.

recharge

4/DAY

Undead Restoration

If the demilich is destroyed, it reforms and regains all its Hit Points in 1d10 days unless a Wish spell is cast on its remains.

Actions

Multiattack

The demilich makes three Necrotic Burst attacks.

Necrotic Burst

Melee or Ranged Attack Roll: +11, reach 5 ft. or range 120 ft. Hit: 24 (7d6) Necrotic damage.

Howl (Recharge 5-6)

Constitution Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the demilich. Failure: 70 (20d6) Psychic damage. Failure or Success: The target has the Frightened condition until the start of the demilich's next turn.

recharge

D5

Legendary Actions

Legendary Actions (3/Turn)

The Demilich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Demilich regains spent legendary actions at the start of its turn.

recharge

3/TURN

Energy Drain

Constitution Saving Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target's Hit Point maximum decreases by 14 (4d6). Failure or Success: The demilich can't take this action again until the start of its next turn.

Grave-Dust Flight

The demilich flies up to its Fly Speed, shedding grave dust. Each creature within 5 feet of the demilich as it moves is targeted once by the following effect. Constitution Saving Throw: DC 19. Failure: The target has the Blinded condition until the end of the demilich's next turn. Failure or Success: The demilich can't take this action again until the start of its next turn.

Necrosis

The demilich makes one Necrotic Burst attack.

Demilich Lairs Categoría: lair

Demiliches jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak. The region containing a demilich's lair is twisted by its presence, creating the following effects:

Enervating Domain: Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a DC 20 Constitution saving throw or have its Hit Point maximum reduced by 1d4. This reduction lasts until the creature finishes a Long Rest outside that area.

Travel Ward: Creatures can't use teleportation or planar travel to enter or exit the lair.

If the demilich dies or moves its lair elsewhere, these effects end immediately.

Other data

description

A demilich is a skull harboring the remnants of a lich's wicked essence. If the burden of immortality overwhelms a lich, its consciousness turns inward as its body rots away. But if its remains are disturbed, a demilich rises. Demiliches usually appear as skulls adorned with gems or arcane sigils.