Armor Class
18
Sammaster (Lich Form)
Medium Undead · Chaotic Evil
Hit Points
322 (43d8 + 129)
Speed
Walk 30 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
If Sammaster is reduced to 0 Hit Points while his magical soul gem exists, his lich form dissolves to dust. After days, he appears in the space of his soul gem, using the Sammaster (Dracolich 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. If the gem is destroyed, Sammaster can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP, which the ritual consumes, and by expending 5,000 GP.
Actions
Multiattack
Sammaster makes three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Corrosive Burst
Melee or Ranged Attack +13, reach 5 ft. or range 120 ft. 38 () Acid or Necrotic damage (Sammaster's choice).
Paralyzing Touch
Melee Attack +13, reach 5 ft. 16 () Cold damage, and the target has the condition until the start of Sammaster's next turn.
Legendary Actions
Deathly Teleport
Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 19 () Necrotic damage.
Dissolve
Sammaster makes one Corrosive Burst attack.
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.