Slime Lich
medium undead, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 135 ()
Speed: 30 ft, climb 30 ft.
STR11(+0)DEX16(+3)CON16(+3)INT20(+5)WIS14(+2)CHA16(+3)
Saving Throws: Con +9, Int +11, Wis +8
Skills: Arcana +11, Deception +9, Insight +8, Perception +8
Damage Resistances: cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: acid, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, grappled, restrained
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages: Common plus up to five other languages
Challenge: 21 (33,000 XP)
Spellcasting: The slime lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The slime lich has the following wizard spells prepared:
Cantrips (at will): , , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , ,
3rd level (3 slots): , , ,
4th level (3 slots): , ,
5th level (3 slots): , ,
6th level (1 slot): ,
7th level (1 slot): ,
8th level (1 slot): ,
9th level (1 slot): ,
Cantrips (at will): , , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , ,
3rd level (3 slots): , , ,
4th level (3 slots): , ,
5th level (3 slots): , ,
6th level (1 slot): ,
7th level (1 slot): ,
8th level (1 slot): ,
9th level (1 slot): ,
Legendary Resistance (3/Day): If the slime lich fails a saving throw, it can choose to succeed instead.
Rejuvenation: If it has a phylactery (see below), a destroyed slime lich gains a new body in days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Turn Resistance: The slime lich has advantage on saving throws against any effect that turns undead.
Magic Resistance: The slime lich has advantage on saving throws against spells and other magical effects.
Ooze Nature: The slime lich can move through a space as narrow as 1 inch wide without squeezing. It can’t be grappled or restrained.
Actions
Multiattack: The slime lich makes two attacks with its pseudopod.
Pseudopod: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 () bludgeoning damage plus 18 () acid damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or take 10 () necrotic damage and become poisoned until the end of its next turn.
Legendary Actions
The slime lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The slime lich regains spent legendary actions at the start of its turn.Cantrip: The slime lich casts a cantrip.
Pseudopod: The slime lich uses its Pseudopod attack.
Frightening Gaze: The slime lich fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. While frightened this way the creature has disadvantage on saving throws against the slime lich's spells. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cast a 1st-4th level spell (Costs 2 Actions): The slime lich casts one of it's spell between 1st and 4th level.
Cast a 5th-8th level spell (Costs 3 Actions): The slime lich casts one of it's spell between 5th and 8th level.
Lair Actions
On initiative count 20 (losing initiative ties), the slime lich takes a lair action to cause one of the following effects; the slime lich can’t use the same effect two rounds in a row:Slimy Tendril: A slimy tendril erupts from a point on the ground within 120 feet of the slime lich and lashes out at one creature within reach that it can see. That creature must succeed on a DC 19 Dexterity saving throw or take 15 () bludgeoning damage and be grappled by the tendril until initiative count 20 on the next round.
Acid Pool: A pool of acidic ooze forms under one creature that the slime lich can see within 120 feet of it. The creature must succeed on a DC 19 Dexterity saving throw or fall prone and take 21 () acid damage and be restrained until initiative count 20 on the next round.
Necrotic Wave: A wave of necrotic energy spreads spreads from a point on the ground and washes over all creatures within 60 feet. Each creature in that area must make a DC 19 Constitution saving throw, taking 28 () necrotic damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a legendary slime lich’s lair is warped by its magic, which creates one or more of the following effects:- Pools of acidic ooze form within half a mile of the lair.
- Undead creatures within half a mile of the lair have advantage on saving throws against features that turn undead.
- Oozes within half a mile of the lair are friendly toward the slime lich and obey its telepathic commands.
Notes
Slime liches are the result of a twisted pact between a powerful wizard and Jubilex, the Demon Prince of Ooze. Seeking to escape death and gain immortality, these wizards undergo a ritual that transforms them into undead oozes, bound to a phylactery in the form of an oblex spawn. Slime liches retain their intelligence and spellcasting abilities, but also gain the traits of oozes, such as resistance to physical damage and the ability to secrete acid.Slime liches are obsessed with expanding their knowledge and power, often by consuming the memories of other creatures. They use their phylacteries to store and access these memories, as well as to communicate with their patron Jubilex. Slime liches are loyal to Jubilex, but also seek to further their own agendas, which usually involve spreading corruption and chaos in the world.
Slime liches are rare and secretive, preferring to hide in remote locations where they can conduct their experiments and rituals undisturbed. They often have lairs filled with oozes and undead that serve as their minions and guards. Slime liches are paranoid and cunning, always prepared for intruders or enemies. They use their spells and lair actions to manipulate the environment and trap their foes.
Slime liches are feared and hated by most living creatures, who see them as abominations and threats. Only a few cults or factions may ally with them, either out of reverence for Jubilex or out of desperation for power. Slime liches have few rivals among other undead or oozes, as they consider themselves superior to both. However, they may occasionally clash with other powerful spellcasters or entities that seek to challenge or exploit them.
Phylactery
A typical phylactery is an amulet inlaid with gems and inscribed with runes that store spells and life force. A slime lich’s phylactery is different: it is an oblex spawn that has been infused with necromantic energy and bound to serve as both an ally and an anchor for its master’s soul.The oblex spawn has all the statistics and abilities of an oblex spawn as described in Mordenkainen’s Tome of Foes, except that it also has immunity to necrotic damage and advantage on saving throws against spells and other magical effects. It also shares telepathy with its master up to any distance, as long as they are on the same plane of existence.
The oblex spawn usually stays hidden near its master’s lair, but it can also venture out to scout for potential victims or allies for its master. It can consume memories from living creatures as normal, but it cannot create simulacra from them; instead, it transfers those memories to its master via telepathy, allowing the slime lich to cast spells using those memories if desired.
Destroying an oblex spawn doesn’t kill its master, but it prevents rejuvenation until another oblex spawn is created. To create another oblex spawn, the slime lich must perform an eight-hour ritual using an oblex elder as a material component. The ritual destroys both creatures and produces an oblex spawn that serves as a new phylactery for the slime lich.
Tags:legendary actionmelee attackspell attackundeadoozeclimbingevilrevivespellslorechaoticblindsightdarkvisionarcanadeceptioninsightperceptionresistanceimmunitylegendary actionslair actions