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Dracolich
- STR
- 25 (+7)
- DEX
- 10 (+0)
- CON
- 23 (+6)
- INT
- 19 (+4)
- WIS
- 15 (+2)
- CHA
- 21 (+5)
If the dracolich fails a saving throw, it can choose to succeed instead.
Creatures within 60 feet of the dracolich can't regain Hit Points.
The dracolich has Advantage on saving throws against spells and other magical effects.
The dracolich has a magical gem. If the dracolich is destroyed while the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20 days, regaining all its Hit Points and appearing within 5 feet of the gem.
The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the ritual consumes.
The dracolich casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
At will: Detect Magic, Ray of Sickness (level 2 version)
1/day each: Create Undead (level 8 version), Finger of Death
Actions
The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Melee Attack Roll: +13, reach 10 ft. Hit: 18 (2d10 + 7) Slashing damage plus 4 (1d8) Necrotic damage.
Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 52 (8d12) Necrotic damage. Success: Half damage.
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.
The dracolich moves up to half its Speed, and it makes one Rend attack.
The dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich can't take this action again until the start of its next turn.
Wisdom Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the dracolich. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: The dracolich can't take this action again until the start of its next turn.
Regional Effects
The region containing a dracolich's lair is warped by its presence, creating the following effects:
- Sapping Mist.
The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
- Soul Drain.
Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
If the dracolich is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the dracolich gains a new body (see its Soul Gem trait).
Find this creature in the encounter builder

Source: Monster Manual (2025), p. 102 - Licenses and attribution