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Monster

Arcturia

Medium Undead · Lawful Neutral Chaotic Evil

Waterdeep: Dungeon of the Mad Mage Page 296
Armor Class 17
Hit Points 135 (18d8 + 54)
Speed Walk 30 ft., Fly 60 ft. ((hover))
CR 21
STR 11 +0
DEX 16 +3
CON 16 +3
INT 20 +5
WIS 14 +2
CHA 16 +3

Traits

Legendary Resistance (3/Day)

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

Rejuvenation

If it has a phylactery, a destroyed 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

Arcturia has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch

Melee Spell Attack +12 to hit, reach 5 ft., one creature. 10 () Cold damage. The target must succeed on a DC 18 Constitution saving throw or be for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Cantrip

Arcturia casts a cantrip.

Paralyzing Touch (Costs 2 Actions)

Arcturia uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions)

Arcturia fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become for 1 minute. The 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 Arcturia's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions)

Each non-undead creature within 20 feet of Arcturia must make a DC 18 Constitution saving throw against this magic, taking 21 () Necrotic damage on a failed save, or half as much damage on a successful one.
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