Armor Class
20
Sammaster (Dracolich Form)
Huge Undead · Chaotic Evil
Hit Points
276 (24d12 + 120)
Speed
Walk 40 ft., Burrow 30 ft., Fly 80 ft.
CR
22
Traits
Legendary Resistance (3/Day)
If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression
Creatures within 60 feet of Sammaster can't regain Hit Points.
Magic Resistance
Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem
Sammaster has a magical soul gem as his dracolich heart. The gem can't be damaged or removed until he is reduced to 0 Hit Points. If Sammaster is reduced to 0 Hit Points, his dracolich form dissolves to dust. After days, he appears in an unoccupied space within 5 feet of his soul gem (so long as the gem still exists), using the Sammaster (Lich Form) stat block. The gem is a Tiny object that has AC 20; HP 50; and Immunity to Acid, 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.
Actions
Multiattack
Sammaster makes three Rend attacks. He can replace one attack with a use of Spellcasting to cast or (level 6 version).
Rend
Melee Attack +14, reach 10 ft. 18 () Slashing damage plus 18 () Necrotic damage.
Corroding Breath Recharge 5
CON Save DC 20, each creature in a 90-foot Cone [Area Of Effect].
Failure: 52 () Acid or Necrotic damage (Sammaster's choice).
Success: Half damage.
Failure: 52 () Acid or Necrotic damage (Sammaster's choice).
Success: Half damage.
Legendary Actions
Pounce
Sammaster moves up to half his Speed, and he makes one Rend attack.
Sickening Ray
Sammaster uses Spellcasting to cast (level 6 version).
Terrifying Presence
WIS Save DC 21, each creature in a 20-foot Emanation [Area Of Effect] originating from Sammaster.
Failure: 13 () Psychic damage, and the target has the condition until the end of its next turn.
Success or Failure: Sammaster can't take this action again until the start of his next turn.
Failure: 13 () Psychic damage, and the target has the condition until the end of its next turn.
Success or Failure: Sammaster can't take this action again until the start of his next turn.