Arcturia

Waterdeep: Dungeon of the Mad Mage p. 296

Tamaño
Mediano
Tipo
undead
Alineamiento
Any Evil Alignment
CA
17 (natural armor)
Puntos de golpe
135 (18d8+54)
Velocidad
walk 30 ft.
Salvaciones
Con +10, Int +12, Wis +9
Habilidades
Arcana +19, History +12, Insight +9, Perception +9
Resistencias
cold, lightning, necrotic
Inmunidades
poison; bludgeoning, piercing, slashing from nonmagical attacks
Inmunidad a estados
charmed, exhaustion, frightened, paralyzed, poisoned
Sentidos
truesight 120 ft.
Percepción pasiva
19
Idiomas
Common plus up to five other languages
Desafío
21
FUE
11
+0
DES
16
+3
CON
16
+3
INT
20
+5
SAB
14
+2
CAR
16
+3

Rasgos

Legendary Resistance (3/Day)

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

recharge

3/DAY

Rejuvenation

If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance

Arcturia has advantage on saving throws against any effect that turns undead.

Spellcasting

Arcturia is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Arcturia has the following wizard spells prepared:

  • Cantrips (at will): mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
  • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
  • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
  • 4th level (3 slots): blight, dimension door
  • 5th level (3 slots): cloudkill, scrying
  • 6th level (1 slots): disintegrate, globe of invulnerability
  • 7th level (1 slots): finger of death, plane shift
  • 8th level (1 slots): dominate monster, power word stun
  • 9th level (1 slots): power word kill

Acciones

Paralyzing Touch

Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Acciones legendarias

Legendary Actions (4/Turn)

The undead can take 4 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 undead regains spent legendary actions at the start of its turn.

recharge

4/TURN

Cantrip

Arcturia casts a cantrip.

Paralyzing Touch (Costs 2 Actions)

Arcturia uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions)

Arcturia fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Arcturia's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions)

Each non-undead creature within 20 feet of Arcturia must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair Actions Categoría: lair

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:

  • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Conjuros

mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill

Espacios de conjuro

0,4,3,3,3,3,1,1,1,1

Otros datos

description