Alignment
lawful chaotic evil
Armor Class
17 (natural armor)
Hit Points
135 (18d8 + 54)
Speed
30 ft., fly 60 ft.(hover)
Saving Throws
wis +9, con +10, int +12
Skills
insight +9, arcana +19, history +12, perception +9
Damage Resistances
cold, lightning, necrotic
Damage Immunities
poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Languages
Common plus up to five other languages
Traits
Source
Description
Waterdeep: Dungeon of the Mad Mage p. 296
Legendary Resistance (3/Day)
Description
If Arcturia fails a saving throw, it can choose to succeed instead.
Rejuvenation
Description
If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Turn Resistance
Description
Arcturia has advantage on saving throws against any effect that turns undead.
Spellcasting
Description
Arcturia is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Arcturia can cast alter self at will and has the following wizard spells prepared:
At will: alter self
Cantrips (at will): mage hand, prestidigitation, ray of frost
• 1st level (4 slots): detect magic, magic missile, shield, thunderwave
• 2nd level (3 slots): detect thoughts, enlarge\/reduce, Melf's acid arrow, mirror image
• 3rd level (3 slots): counterspell, dispel magic, fireball, slow
• 4th level (3 slots): blight, polymorph
• 5th level (3 slots): animate objects, telekinesis
• 6th level (1 slots): disintegrate, flesh to stone
• 7th level (1 slots): reverse gravity, teleport
• 8th level (1 slots): feeblemind, maze
• 9th level (1 slots): true polymorph
Actions
Paralyzing Touch
Description
Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed 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.
Attack
Paralyzing Touch|12|3d6
Legendary Actions
Legendary Actions (3/Turn)
Description
Arcturia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arcturia regains spent legendary actions at the start of its turn.
Cantrip
Description
Arcturia casts a cantrip.
Paralyzing Touch (Costs 2 Actions)
Description
Arcturia uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions)
Description
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 frightened for 1 minute. The frightened 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)
Description
Each non-undead creature within 20 feet of Arcturia must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Spell Slots
4, 3, 3, 3, 3, 1, 1, 1, 1
Spells
alter self, mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, enlarge/reduce, melf's acid arrow, mirror image, counterspell, dispel magic, fireball, slow, blight, polymorph, animate objects, telekinesis, disintegrate, flesh to stone, reverse gravity, teleport, feeblemind, maze, true polymorph