Tyrannosaurus Lich
Spiciness: 3
Feeds about 3-5 players, level 5-7
Ingredients:
See Next Page for all Stat Blocks!
- T-Lich (based on the Devkarin Lich, but Homebrewed!)
- Velocizombies! (much like how Jurassic Park thought "Velociraptor" sounded cool but actually based their raptors on the UtahRaptor, these raptors are based on the Allosaurus Stat Block!)
Scale the Spell Save DC: For every 2 levels above 5, add +1 to their Save DCs.
Preparation
What happens when a T-Rex eats someone wearing a Headband of Intellect? And then it goes on to find out that its species is going extinct, and it begins to study necromancy to save itself and its species, only to fear death even more... ? This is how you get a Tyrannosaurus Lich.
He might not be the highest CR lich, but T-Lich is certainly still the King! The fight should happen on a long, semi-narrow map to set up the Cloud Kill (so a 20ft wide corridor would be ideal, but not required).
The T-Lich's phylactery is a strange one-- a single mosquito filled with the blood of the T-Lich from when it was alive. The mosquito has been encased in Amber, and hidden inside the T-Lich's vertebrae. When the T Lich is reduced to 0 HP, it falls out and is immediately noticeable. To destroy the Phylactery, they need to remove the amber. Any amount of Acid Damage will do instantly, but not many people know that amber actually melts in acid! So, if placed in a fire for 3 rounds total, it will melt off. and destroy the Phylactery (but the T-Lich has Mage Hand so... tiny arms aren't a problem for getting it out the fire!)
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Cooking the T-Lich
Round 1: Cloudkill towards the party. Then, walk into it. Since it deals Poison Damage, you're immune to it. However, it also Heavily Obscures you, so you cannot be seen while in it (attacks against you have disadvantage and you cannot be targeted by spells that specify "a creature you can see"). The T-Lich, meanwhile, has Truesight, so that doesn't effect you either! And since you can see them, and they can't see you, you get advantage on attack rolls! It's such a strong combo.
While Cloudkill is Active: At the start of each of your turns from here on, cloud kill will move 10ft towards the direction you cast it in, and you should keep using it for cover (like above). Since cloudkill specifies it deals damage when a creature enters the spell's area for the first time on a turn, that includes your turn if they move into it or it moves onto them for any reason, in addition to damaging them on the start of that creature's turn. So long as you maintain Concentration on Cloudkill, your goal should be to drag the party into it by any means and end your turn there (for defense):
- Run out, Bite someone (which will Grapple & Restrain them), then tail whip someone else and drag the creature in your mouth into the Cloudkill.
- Use Pulse Wave + Roaring Vocals to push or pull creatures in a cone up to 15ft (and into your cloud kill).
- Use Command Spell to simply order them to come into your cloud (don't use Roaring Vocals because they can't willingly walk towards you if frightened).
After CloudKill: Eventually, you will lose concentration on Cloudkill. Don't worry about it! Because it's time to Danse Macabre! Drop one Velocizombies per player on the field! Note that since Danse Macabre is Concentration, you're gonna want to avoid using your smite spells.
While Danse Macabre is Active: Have your Velocizombies knock players prone and cause general chaos while you protect your phylactery. if you haven't dropped to 0 yet, maybe stay back and Command players to stall for time.
Once they defeat your raptors: Time to go Primal. Destruction Wave for a massive AOE damage, making sure to Roar on it for fear. When you're out of 5th level slots, switch to using your Bonus action to cast smite spells, then action to Bite & Tail (remembering that only one of those needs to hit for the smite to go off, not the first attack you make!) Honestly, if you get to this phase they're either taking so long on the phylactery that it's going to be a TPK or they keep killing your TLich and you keep losing concentration.)
Tyrannosaurus Lich
Undead (Skeletal TRex), Chaotic Evil
- Armor Class 15 (Fossilized Bones)
- Hit Points 136 (13d12 + 52)
- Speed 50ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 19 (+4) 19 (+4) 16 (+3) 15 (2)
- Saving Throws Con +7, Int +7, Wis +6
- Skills Arcana 8, Insight +6, Perception +6
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses truesight 120 ft., passive Perception 16
- Languages Common, Draconic
- Challenge 8 (3900 XP) Prof. Bon +3 Spice: 3
Legendary Resistance (3/Day). If T-Lich fails a saving throw, it can choose to succeed instead.
Legendary Actions (3): Bite (2) or use a cantrip
Fossil Fortitude. If damage reduces T-Lich to 0 hit points, it's fossilized Skeleton immediately begins to show signs of reforming. If its Phylactery is not destroyed by the start of its turn, it reforms its body completely and regains 10 HP.
Roaring Vocals (recharge 6) When T-Lich casts a spell, it can roar with the Tyrannical Authority as a bonus action. Each creature making a save against this spell has disadvantage, and on failure they are Frightened until the end of your next turn.
Spellcasting. The T-Lich is a 10th Level Caster. It's spellcasting ability is Intelligence (Spell Save DC 15, +8 to hit with spell attacks). It has the wizard spells from the "T-Lich Spell List" Prepared.
Actions
Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
T-Lich Spell List.
- Cantrips : Acid splash, Fire Bolt, Mage Hand
- Level 1 (4 Slots): Command, Thunderous Smite
- Level 2 (3 Slots): Shatter, Hold Person
- Level 3 (3 Slots): Pulse Wave, Melf's Minute Meteors
- Level 4 (3 Slots): Danse Macabre, Staggering Smite
- Level 5 (2 Slots): Cloudkill, Destructive Wave
Veloci-zombie
- Armor Class 13 (natural armor)
- Hit Points 51 (6d10 + 18)
- Speed 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)
- Skills Perception +5
- Damage Immunities poison
- Senses passive Perception 15
- Languages —
- Challenge 2 (450 XP)
Pounce. If the Veloci-zombie moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Veloci-zombie can make one bite attack against it as a bonus action.
Undead Fortitude. If damage reduces the Veloci-zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Veloci-zombie drops to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.