Slime Lich

medium undead, chaotic evil
Slime Lich
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
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): Chill Touch (necromancy)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8 necrotic damage (damage/lvl) and the target can't regain hp immediately.

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, Mage Hand (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.

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, Prestidigitation (transmutation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).

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, Ray of Frost (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8 cold damage (damage/lvl) and the target's speed is reduced by 10 ft.

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1st level (4 slots): Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

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, Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

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, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

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, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

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2nd level (3 slots): Hold Person (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).

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, Invisibility (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl).

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, Misty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

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, Web (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).

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3rd level (3 slots): Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

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, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

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, Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

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, Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

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4th level (3 slots): Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

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, Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

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, Polymorph (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

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5th level (3 slots): Cloudkill (conjuration)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).

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, Cone of Cold (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).

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, Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

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6th level (1 slot): Circle of Death (necromancy)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl).

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, Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

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7th level (1 slot): Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

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, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

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8th level (1 slot): Dominate Monster (enchantment)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

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, Power Word Stun (enchantment)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target (150 hp or fewer) is stunned until it succeeds on a Con. save.

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9th level (1 slot): Power Word Kill (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp or fewer) dies!

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, Time Stop (transmutation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Stop the time during 1d4+1 turns for everyone except for the caster.

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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.
If the slime lich dies permanently by destroying its phylactery, these effects fade over the course of days.

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

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