b'Blight Lich Magus \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  153 (18d8 + 72)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  15 (+2)  CON:  18 (+4)  INT:  18 (+4)  WIS:  20 (+5)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +10,  Int  +10,  Wis  +11  Skills   Nature  +10,  Perception  +11,  Survival  +11  Damage Resistances  cold, lightning, necrotic  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   truesight  120 ft., passive  Perception  21  Languages  Common, Druidic, Sylvan, plus up to three other languages  Challenge  20 (25,000 XP) \n'b' Special Traits \n'b'   Circle of Rot . Whenever an  undead  creature is destroyed within 60 feet of the magus, the magus regains a number of  hit points  equal to twice the destroyed creature\xe2\x80\x99s CR. \n'b'  Legendary Resistance (3/Day) . If the magus fails a saving throw, it can choose to succeed instead. \n'b'  Rejuvenation . If it has a phylactery, the destroyed magus 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. \n'b'  Spellcasting . The magus is an 18th level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 19, +11 to hit with spell attacks). The magus has the following  druid  spells prepared: \n'b'   Cantrips (at will) :  guidance , poison spray, thorn whip \n'b'  1st level (4 slots) :  detect magic ,  fog cloud ,  thunderwave  \n'b'  2nd level (3 slots) :  gust of wind ,  hold person ,  moonbeam  \n'b'  3rd level (3 slots) :  dispel magic ,  protection from energy ,  sleet storm  \n'b'  4th level (3 slots) :  blight ,  confusion ,  polymorph  \n'b'  5th level (3 slots) :  antilife shell ,  contagion ,  insect plague  \n'b'  6th level (1 slot) :  move earth ,  wind walk  \n'b'  7th level (1 slot) :  plane shift ,  reverse gravity  \n'b'  8th level (1 slot) :  earthquake ,  feeblemind  \n'b'  9th level (1 slot) :  shapechange ,  storm of vengeance  \n'b'   Turn Resistance . The magus has advantage on saving throws against any effect that turns  undead . \n'b'  Actions \n'b'   Decomposing Touch .  Melee Spell Attack : +11 to hit, reach 5 ft., one creature.  Hit : 21 (6d6) necrotic damage, and the target must succeed on a DC 19  Constitution  saving throw, or become  poisoned  for 1 minute. While  poisoned , a creature must succeed on a DC 19  Constitution  saving throw at the start of each of its turns, or take 21 (6d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it. \n'b'  Undead Beast Shape (3/Day) . The magus magically polymorphs into a  beast  with a challenge rating of 10 or less, and can remain in this form for up to 9 hours. While in this form, the magus resembles a decomposing,  undead  version of that  beast . The magus can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The magus reverts to its true form if it dies or falls unconscious. The magus can revert to its true form using a bonus action on its turn. While in a new form, the magus retains its game statistics and ability to speak, but its AC, movement modes,  Strength , and  Dexterity  are replaced by those of the new form. Additionally, it gains the special senses, proficiencies, traits,  actions , and  reactions  (except class features, legendary  actions , and lair  actions ) of its new form. The magus can\xc2\x92t cast spells with somatic components in its new form. The new form\xe2\x80\x99s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. Additionally, when the magus hits with a weapon  attack  in its new form, the target takes an additional 21 (6d6) necrotic damage and must succeed on a DC 19  Constitution  saving throw, or become  poisoned  for 1 minute. While  poisoned , a creature must succeed on a DC 19  Constitution  saving throw at the start of each of its turns, or take 21 (6d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it. \n'b'  Legendary Actions \n'b' The magus can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The magus regains spent legendary  actions  at the start of its turn. \n'b'   Cantrip . The magus casts a cantrip. \n'b'  Decomposing Touch (Costs 2 Actions) . The magus uses its Decomposing Touch. \n'b'  Shapechange (Costs 2 Actions) . The magus uses its Undead Beast Shape. \n'b'  Rot Absorption (Costs 3 Actions) . The magus draws life energy from creatures around it, that aren\xc2\x92t  undead  or  construct s, causing the victims\xc2\x92 flesh to wither. Creatures within 30 feet of the magus must succeed on a DC 19  Constitution  saving throw, or take 14 (4d6) necrotic damage. The magus regains a number of  hit points  equal to half the total damage dealt.'