Dracolich

Monster Manual (2025) p. 102

Size
Huge
Type
undead
Alignment
lawful evil
AC
20
Initiative
12
Hit Points
225 (18d12+108)
Speed
walk 40 ft., fly 80 ft., burrow 30 ft.
Saving Throws
Wis +8, Dex +6
Skills
Stealth +6, Perception +14
Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Senses
blindsight 60 ft., darkvision 120 ft.
Passive Perception
24
Languages
Common, Draconic
Challenge
17
Environment
any
STR
25
+7
DEX
10
+0
CON
23
+6
INT
19
+4
WIS
15
+2
CHA
21
+5

Traits

Proficiency Bonus

+6

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

Size

Huge, Gargantuan

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

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

recharge

4/DAY

Life Suppression

Creatures within 60 feet of the dracolich can't regain Hit Points.

Magic Resistance

The dracolich has Advantage on saving throws against spells and other magical effects.

Soul Gem

The dracolich has a magical gem. If the dracolich is destroyed while the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20 days, regaining all its Hit Points and appearing within 5 feet of the gem. The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the ritual consumes.

Actions

Multiattack

The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).

Rend

Melee Attack Roll: +13, reach 10 ft. Hit: 18 (2d10 + 7) Slashing damage plus 4 (1d8) Necrotic damage.

Necrotic Breath (Recharge 5-6)

Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 52 (8d12) Necrotic damage. Success: Half damage.

recharge

D5

Spellcasting

The dracolich casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):

  • At will: Detect Magic, Ray of Sickness (level 2 version)
  • 1/day each: Create Undead (level 8 version), Finger of Death

Legendary Actions

Legendary Actions (3/Turn)

The Dracolich 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 Dracolich regains spent legendary actions at the start of its turn.

recharge

3/TURN

Pounce

The dracolich moves up to half its Speed, and it makes one Rend attack.

Sickening Ray

The dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich can't take this action again until the start of its next turn.

Terrifying Presence

Wisdom Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the dracolich. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: The dracolich can't take this action again until the start of its next turn.

Dracolich Lairs Categoría: lair

A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich's lair is warped by its presence, creating the following effects:

Sapping Mist: The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.

Soul Drain: Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.

If the dracolich is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the dracolich gains a new body (see its Soul Gem trait).

Spells

Ray of Sickness [5.5e], Detect Magic [5.5e], Ray of Sickness [5.5e], Create Undead [5.5e], Finger of Death [5.5e]

Other data

description

The vilest dragons seek to escape the grip of death, employing ageless secrets and blasphemous magic to become horrors called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning plots they pursued in life, seek revenge on those that brought them low, and strive toward vicious goals they couldn't indulge in life. Dracoliches combine the corrupt immortality of the undead with the legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually other undead or cultists seeking to revel in their terrible might. Living dragons of all types loathe and seek to destroy dracoliches, viewing them as distortions of draconic magic. There are untold profane routes by which a dragon might become a dracolich. However one is created, a dracolich chooses a gem that becomes the anchor for its spirit and binds the deathless dragon to the world. So long as a dracolich is on the same plane of existence as its soul gem, the dracolich can survive the destruction of its physical body. Its spirit retreats into the gem if the dracolich's body is destroyed, and the monster might one day regain its terrifying form. Dracoliches often sequester their soul gems within meaningful treasure from their hoard or in unassuming baubles. Roll on or choose a result from the Dracolich Soul Gem Vessels table to inspire what holds a dracolich's soul gem.

Dracolich Soul Gem Vessels:

1d10A Dracolich's Soul Gem Is Hidden In...
1Another dragon's treasure hoard.
2The body of a servant or an ancestor.
3The core of a dracolich's melted hoard.
4A corrupted dragon egg.
5A dragon horn a hero took as a trophy.
6A nation's royal or religious treasure.
7A powerful magic item.
8A source of magical wonders, such as a giant tree or mystical pool.
9The vault of an archdevil, a wicked god, or another extraplanar villain.
10The weapon that slew the dracolich.