Chocolich (5e Creature)

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I won't live forever, Charlie... And I don't want to try.
—Willy Wonka's lie

Medium undead, lawful evil

Armor Class 18 (Natural Armor)
Hit Points 676 (33d20 + 330)
Speed 30 feet

10 (+0) 18 (+4) 16 (+3) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Constitution +10, Intelligence +12, Wisdom +9
Skills Arcana +18, History +12, Insight +9, Perception +9
Senses passive Perception X
Challenge 30 (155,000 XP)

Legendary Resistance (3/Day). If the chocolich fails a saving throw, it can choose to succeed instead.

Rejuvenation. 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.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.


Paralyzing Touch. 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.


The Chocolich 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's turn. The Chocolich regains spent legendary actions at the start of its turn.

Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich 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 the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich 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.

The chocolich is a vindictive and powerful pseudo-spellcaster bent on making the lives of naughty children miserable. He is known to own a nightmare factory of sweets where children are lured in and usually eaten or killed by his horrific concoctions of monstrous confections and undead servants known as oompa-loompas. He was rumoredly once a kind man until he came to hate children after they defaced his factory. This grudge lived with him as he passed into lichdom and to this day he remains a cautionary tale for the kids who would not behave. His particular love of sweets led to a peculiar lichdom, as he does not use any of the conventional spells, making him unpredictable. He is supposedly courteous to children who have been good, but he still puts them through the wringer often. Those who pass his trials are sometimes given a reward based on their conduct. If they were just and true, they are free to go. Otherwise, doom awaits. As for what kind of trials and doom, he enjoys riddles and acting quite childish himself, like a certain famous candy maker. Unlike liches which show the test of time on themselves, the chocolich is a dapper dressed, skeletal gentleman in purple. His sunken eyes reflect what are said to lights of lost innocence from the children he has killed.

Secret of Undeath. The chocolich supposedly made a contract with Orcus through Moloch, performing gruesome rituals of child sacrifice to procure an eternity for himself where he might spend his days torturing naughty children.
Like a regular lich, he has a phylactery, which is said to be his dashing top hat, with the arcane binding sigils inscribed inside.

Children Sacrifices. The chocolich periodically feeds the souls of children to his phylactery to sustain the magic preserving its body and consciousness. He does this using the many subduing spells in his repertoire combined with his material resources to trap unsuspecting naughty children. After a target is rendered incapable of moving, the oompa-loompas take the target away into a part of his factory where their body and soul are stuffed into the phylactery. The chocolich must have his phylactery in the factory with him in the same plane for this to work. His phylactery can hold up to five creatures at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any and all creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.

Death and Restoration. The chocolich, unlike other liches that may be fearful for their destruction, dances with the possibility, as his phylactery is in plain sight. When his physical body is broken, he is often reported seen laughing as his hat is left behind. His phylactery is said to be capable of being inherited, turning its next wearer into the next chocolich. However, that hasn't happened yet, as no one's been able to both destroy his body and his phylactery.

Lonely Existence. The former candy maker is said to sometimes muse of his loneliness and despair seeing children behave badly. That is why he keeps his factory open, he says. Some say he still uses his living name, though few call him by it.

Undead Nature. The chocolich doesn't require air, food, drink, or sleep.

The Chocolich Factory

The chocolich retains ownership of the chocolate and candy factory he owned whilst alive. It now serves as his lair. What once was a place of joy and music for child entertainment is now filled with dread and necrotic energies.
The machinery and whimsy used to make revolutionary desserts now serve sinister purposes ranging from torture to outright massacring traps. His loyal undead oompa-loompas lurk behind the walls, ready to snatch children away. His fortress is well guarded in particular against those meddling adults.
If the chocolich is encountered in his own factory, his challenge rating is the same but he grants 300,000 XP upon defeat instead.

Lair Actions

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:

  • The lich's movement speed increases to 80 feet.
  • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.
  • The lich calls forth the spirits of creatures that died in its lair, or in this case, the oompa-loompas. These summons materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The summons then scurry away to attack another time when called upon.

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