Huge undead, chaotic evil
- Armor Class
- 20
- Hit Points
- 276 (24d12 + 120)
- Speed
- fly 80 ft., 40 ft., burrow 30 ft.
- Challenge
- 22 (41,000 XP)
- Saving Throws
- Con +12, Dex +7, Int +13, Wis +9
- Skills
- Arcana +20, History +13, Perception +16
- Damage Immunities
- acid; necrotic; poison
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; poisoned
- Senses
- Blindsight 60 ft., Darkvision 120 ft., passive Perception 26
- Languages
- Common, Draconic, Infernal
Traits
If Sammaster fails a saving throw, he can choose to succeed instead.
Creatures within 60 feet of Sammaster can't regain Hit Points.
Sammaster has Advantage on saving throws against spells and other magical effects.
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 1d10 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
Sammaster makes three Rend attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Melee Attack Roll: +14, reach 10 ft. Hit: 18 (2d10 + 7) Slashing damage plus 18 (4d8) Necrotic damage.
con DC 20, each creature in a 90-foot Cone. 52 (8d12) Acid or Necrotic damage (Sammaster's choice). Half damage.
Legendary Actions
Sammaster moves up to half his Speed, and he makes one Rend attack.
Sammaster uses Spellcasting to cast Ray of Sickness (level 6 version).
wis DC 21, each creature in a 20-foot Emanation originating from Sammaster. 13 (2d12) Psychic damage, and the target has the Frightened condition until the end of its next turn. Sammaster can't take this action again until the start of his next turn.
Spellcasting
Sammaster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):