Things

Tuesday 22 December 2015

Fire on the Velvet Horizon, 'Eclipse Lich to EoNian Wyrm' ECLIPSE LICH

Yeah, these are kind of long.  I think short stat blocks are cool,  but for monster manual style entries,  you'd want the whole cloth. Plus, 5e has these little kinks in the system (legendary actions, lair actions), that i really like. Anyway,  the Eclipse Lich is one of my favourites.  Two more coming later this eve and then it's time for a new, arbitrary letter.  




Eclipse-Lich

OLD SCHOOL

Armour as plate and shield, Move 5', 19 Hit Dice, HP 121 , 1d3 dam (Feeble Appendage), Morale 12.

Corpse Rays: Save vs Magic -3, failure means imprisonment within a Corpse Ray and replacement by a superior duplicate. 100 ft range. Double has maximum HP for its level and =+2 to all ability scores. Its abilities are reversed and/or perverted. Wizards gain knowledge of all necromantic spells that their level qualifies them for. Clerics lose knowledge of all spells but necromantic ones but their Turn Undead ability (or spell), becomes Turn Living. Rogues and fighters remain unchanged, though any magic weapons wielded by a transformed character become reversed cursed weapons if picked up by anybody else.

Spell Casting:  Knows all necromantic spells available to a 20th level wizard or cleric. However, it cannot cast them, since the Captains are their means of interacting with the petty world.  Eclipse Liches are concerned only with pure death and chaos; its Corpse Rays express its fury in a concentrated, single minded fashion.

Eat Light: No matter the illumination, light in the area becomes dim until the next round.

Crimson Flare: The  Eclipse-Lich burst into a brief crimson flash of flame. Save vs Rods & Wands to avoid 1d3 rounds of blindness. 

Shattering Memories:  The  Eclipse-Lich   fixes  its  attention on one  creature  it  can  sense  within  10  feet  of  it. A sudden telepathic  influx of infinitely bitter, celestial half-truths, flood the creature's mind. The  target  must succeed  on  a  Save vs Magic magic or  become  confused (As the spell)  for  1  minute.  The  confused  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  Eclipse-Lich's ranting for  the  next  24  hours.

Vile Inferno:  Each  living  creature  within  20 feet  of  the  Eclipse-Lich  must  make  a Save vs Death, (6d6)  fire  damage  on  a failed  save,  or  half  as  much  damage  on  a  successful  one. Victim is on fire on a roll of 1-2 on a d6.

Corpse Ray Regeneration: Any previously destroyed Captain, is immediately brought back to life at full hit points.

Glimpse the Black Sun: Anything dead within 50 feet rises as an undead creature.

Empower Captain: Target Captain receives +2 on its next attack and does double damage on a hit.




5E

Eclipse Lich - AC 19, HP 185, Spd. 5ft +8, 1d4 dam (Feeble Appendage),    XP 100,000 CR 26

S+0/D-3/C+5/I+6/W+6/C-3

Corpse Rays: The Eclipse Lich is not hugely effective in and of itself. The doubles it produces from its rays, serve as its best means of interacting with the world. Any individual within 100 ft of the Eclipse Lich is subject to this power. It may use its Corpse Rays as a normal action or a reaction. Victim makes a DC-20 Int save or is imprisoned within the Corpse Ray and replaced by a superior double.
The double has maximum HP per level, +1 Proficiency bonus and +2 all of its abilities scores. It is more correctly considered a 'dark reflection' than a 'double' since the new mirror being's powers become reversed and/or perverted. Lay On Hands, for example, might do an equivalent level of harm instead of healing. This is must be considered by the DM, but some examples as guidelines:

Fighters, Rogues, Rangers: Remains largely the same. Sadism and cruelty become the primary characteristics. However, any magic weapons carried have powers reversed. Anyone picking up a reversed magic weapon will discover that it functions as an equivalent cursed item in their hands. Animal Companions are not reversed unless the Eclipse-Lich chooses to utilise a Corpse Ray...in which case, Cujo. Ranger's Chosen Enemy becomes his own friends and family.
Barbarians: Transform into implacable, slasher film style psychopaths. They do not rage. Instead they howl;  the very sound of which weakens, sickens and demoralises. DC-8+barbarian's Con bonus+ barbarian's proficiency bonus to save. Victims suffer disadvantage on Strength checks and gain vulnerability to cutting, piercing and bludgeoning attacks until the next round.
Wizards: Spell damage type becomes necrotic. Knows all necromantic spells from each spell level the original caster qualified for (the Eclipse-Lich's wisdom is embodied in its captains and in matters of undeath, it is essentially peerless). Able to manifest spell at +3 caster level. Often used as the Eclipse Lich's primary agents in the world at large.
Clerics: Are essentially conduits of the Eclipse-Lich's necromantic energy. Since they no longer possess a connection to the original victim's patron deity, they lose the ability to cast their original spells and instead become capable of casting only the listed divine necromantic spells of the qualified level. However, they are manifested at +3 to the caster level.Turn Undead ability becomes Turn Living.
Paladins: Obvious reversals such as Smite Evil becoming Smite Good and Lay On Hands inflicting wounds as mentioned above. Mount is not subject to imprisonment unless Eclipse-Lich utilises a Corpse Ray. Turn Undead as Clerics above. Horribly cruel and sadistic.

Spell Casting: Knows all necromantic spells available to a 20th level wizard or cleric. However, it cannot cast them, since the Captains are their means of interacting with the petty world.  Eclipse Liches are concerned only with pure death and chaos; its Corpse Rays express its fury in a concentrated, single minded fashion.

Legendary Actions:

Eat Light (1 Action). No matter the illumination, light in the area becomes dim until the next round.

Crimson Flare  (Costs  2  Actions).  The  Eclipse-Lich burst into a brief crimson flash of flame. DC-19 Wisdom save to avoid 1d3 rounds of blindness.

Shattering Memories  (Costs  2  Actions).  The  Eclipse-Lich   fixes  its  attention on one  creature  it  can  sense  within  10  feet  of  it. A sudden telepathic  influx of infinitely bitter, celestial half-truths, flood the creature's mind. The  target  must succeed  on  a  DC -20  Wisdom  saving  throw  against  this  magic or  become  confused (As the spell)  for  1  minute.  The  confused  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  Eclipse-Lich's ranting for  the  next  24  hours.

Vile Inferno  (Costs  3  Actions).  Each  living  creature  within  20 feet  of  the  Eclipse-Lich  must  make  a  DC -19  Dexterity  saving  throw against  this  magic,  taking  21  (6d6)  fire  damage  on  a failed  save,  or  half  as  much  damage  on  a  successful  one. Victim is on fire on a roll of 1-2 on a d6.

Lair Actions

Corpse Ray Regeneration: Any previously destroyed Captain, is immediately brought back to life at full hit points.

Glimpse the Black Sun: Anything dead within 50 feet rises as an undead creature.

Empower Captain: Captain within 50 feet gains advantage on its next roll and deals double damage on a melee hit.

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