- 18 (20,000 XP)
Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
Turn Immunity. The demilich is immune to effects that turn undead.
Howl (Recharge 5–6). The demilich emits a bloodcurdling howl. Each creature within 9 meters of the demilich that can hear the howl must succeed on a DC 15 Fortitude saving throw or drop to 0 health. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it can see within 3 meters of it. Each target must succeed on a DC 19 Fortitude saving throw or take 21 (6d6) necrotic damage, and the demilich regains health equal to the total damage dealt to all targets.
The demilich can take 3 legendary actions, choosing from the options below. Only one legendary option 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.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 3 meters of the demilich, including around a corner, must succeed on a DC 15 Fortitude saving throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
Energy Drain (Costs 2 Actions). Each creature with in 9 meters of the demilich must make a DC 15 Fortitude saving throw. On a failed save, the creature’s maximum health is magically reduced by 10 (3d6). If a creature’s maximum health is reduced to 0 by this effect, the creature dies. A creature’s maximum health can be restored with the greater restoration spell or similar magic.
Flight. The demilich flies up to half its flying speed.
Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 9 meters of it. The target must succeed on a DC 15 Will saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.