Demilich

Tiny Undead, Neutral Evil

STR
1 (-5)
DEX
20 (+5)
CON
10 (+0)
INT
20 (+5)
WIS
17 (+3)
CHA
20 (+5)
Legendary Resistance (3/Day, or 4/Day in Lair).

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

Undead Restoration.

If the demilich is destroyed, it reforms and regains all its Hit Points in 1d10 days unless a Wish spell is cast on its remains.

Actions

Multiattack.

The demilich makes three Necrotic Burst attacks.

Necrotic Burst.

Melee or Ranged Attack Roll: +11, reach 5 ft. or range 120 ft. Hit: 24 (7d6) Necrotic damage.

Howl (Recharge 5-6).

Constitution Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the demilich. Failure: 70 (20d6) Psychic damage. Failure or Success: The target has the Frightened condition until the start of the demilich's next turn.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.

Energy Drain.

Constitution Saving Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target's Hit Point maximum decreases by 14 (4d6). Failure or Success: The demilich can't take this action again until the start of its next turn.

Grave-Dust Flight.

The demilich flies up to its Fly Speed, shedding grave dust. Each creature within 5 feet of the demilich as it moves is targeted once by the following effect. Constitution Saving Throw: DC 19. Failure: The target has the Blinded condition until the end of the demilich's next turn. Failure or Success: The demilich can't take this action again until the start of its next turn.

Necrosis.

The demilich makes one Necrotic Burst attack.

Regional Effects

The region containing a demilich's lair is twisted by its presence, creating the following effects:

  • Enervating Domain.

    Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a DC 20 Constitution saving throw or have its Hit Point maximum reduced by 1d4. This reduction lasts until the creature finishes a Long Rest outside that area.

  • Travel Ward.

    Creatures can't use teleportation or planar travel to enter or exit the lair.

If the demilich dies or moves its lair elsewhere, these effects end immediately.

Find this creature in the encounter builder

Demilich

Source: Monster Manual (2025), p. 96 - Licenses and attribution