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
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.