Illit Rhyzor (Grisaire Supplement)

From D&D Wiki
Jump to navigation Jump to search

Medium undead (drow), any evil alignment


Armor Class 14 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 16 (+3) 12 (+1) 20 (+5) 18 (+4)

Saving Throws Con +7, Int +5, Wis +9
Skills Arcana +5, Insight +9, Perception +9, Persuasion +8, Religion +9
Proficiency Bonus +4
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 60 ft., passive Perception 19
Languages Abyssal, Common, Infernal
Challenge 9 (5,000 XP)


Legendary Resistance (3/Day). If Illit fails a saving throw, it can choose to succeed instead.

Lich Rejuvenation. Illit's sacred vessel grants him protection so long as it is intact. When destroyed, Illit gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the vessel.

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Spellcasting. The lich is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:

Cantrips (at will): guidance, sacred flame, ray of frost, thaumaturgy
1st level (4 slots): command, protection from evil and good, sanctuary
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (3 slots): animate dead, dispel magic, spirit guardians
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (1 slot): holy weapon

ACTIONS

Unholy Smite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the lich. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.

BONUS ACTIONS

Levitate. The lich rises or descends vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn’t need to concentrate to continue levitating each round.

LEGENDARY ACTIONS

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

Cantrip. The lich casts a cantrip.
Unholy Smite (Costs 2 Actions). The lich uses its Unholy Smite.
Revelation (Costs 2 Actions). Illit threatens one creature within 10 feet of it with a mental visage of eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened 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. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s Revelation for the next 24 hours.

By Yanied

Illit was a mortal drow who was a servant of Survelem, perhaps even considered the highest of priests. He was given one of the god's boney fingers, which he fashioned about into a cape that he wore always. This imparted him great necromantic powers, and he eventually became a full-fledged lich. However, Illit was a devoted servant always, and he never truly acted on evil. Like Survelem desired, he kept a strong hand on using necromancy only to maintain a greater cycle of life and death.

Coldheart

As one that handled power judiciously, Illit was often characterized as expectedly cold. Neither plight nor tears could move him to raise the dead unless he saw a necessity in it to serve the cycles of life and death. That was his duty foremost to Survelem. Some say that, even before he became a lich, he was an unmovable man.

Illit's Lair: The Tazzma'At

Illit's tomb, also known as the Tomb of Coldheart, is a massive underground structure with a passageway to the surface solely located near former Tu'on. Today, this is the town of Xcata. Illit held a large estate on the eastern edge of town, known as the Coldheart House. This large manor conceals the entry into the structure known as the Tazzma'At. This lair resembles an upside down ziggurat, with Illit's private burial ground being at the lower, smallest level.

Lair Actions

Illit can take a lair action to cause one of the following effects; Illit can’t use the same effect two rounds in a row:

  • Illit gains an unholy shield of protection in the form of a shadowy halo of shifting dark violet. It gains 20 temporary hit points until the beginning of its next turn.
  • Illit calls on god Survelem to smite a creature that the lich can see within 60 feet of it. The target must make a DC 17 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. If the target fails, it is poisoned until the beginning of their next turn.
  • Channeling Survelem's energy, Illit calls to rally and grants up to five allies advantage on their next attack rolls.