Background
The creature known as Dreadtail Shadowfang, the Evil Fox Lich, is a figure of terror and dark legend in the world of Xanthar. His name evokes dread among the living and respect among the necromantic circles. Dreadtail’s existence is a tale woven with ancient curses, forbidden rituals, and an insatiable thirst for power.

Early Life and Transformation
Dreadtail was once a cunning and intelligent fox named Shadowfang, dwelling in the dense forests of Xanthar. His life took a dark turn when he stumbled upon a hidden crypt, where he found an ancient tome filled with necromantic spells. The tome’s dark magic fascinated him, and he began to study it obsessively, seeking ways to extend his life and gain ultimate power.

The Forbidden Ritual
Shadowfang’s transformation into a lich was a result of a forbidden ritual. Driven by his lust for immortality, he performed the dark rites detailed in the tome, binding his soul to a phylactery—a blackened, enchanted gem hidden deep within the crypt. The ritual was excruciating, but it granted him immense power and eternal life, turning him into Dreadtail Shadowfang, the Evil Fox Lich.

Reign of Terror
After his transformation, Dreadtail emerged from the crypt with newfound powers. He quickly established dominion over the surrounding lands, raising an army of undead creatures to enforce his will. Villages and towns fell under his shadow, and his name became synonymous with death and decay. His phylactery, however, remains hidden and is the key to his true destruction.

Description and Appearance
Dreadtail Shadowfang is a creature of both majesty and horror. Standing at a height of four feet, he retains the lithe and agile build of his former fox self but with an aura of dark power that pervades his presence.

Clothing and Accessories
Dreadtail’s fur is a deep, shadowy black, interspersed with streaks of silver and crimson, giving him a spectral appearance. He wears an ornate robe made from the finest silks, dark as the void, adorned with necromantic symbols that glow faintly with a sinister light. His claws are long and sharp, coated with a venomous substance that causes excruciating pain and paralysis.
Around his neck, he wears a necklace of bones and talismans, each one representing a soul he has claimed. His most prized possession is his staff, crafted from the twisted branches of a cursed tree, topped with a glowing, green crystal that pulses with dark energy.
Facial Features
Dreadtail’s face is a blend of vulpine cunning and undead malevolence. His eyes are glowing orbs of emerald green, capable of seeing both the living and the spectral realms. His muzzle is elongated, filled with razor-sharp teeth that glint menacingly in the dark.

Abilities and Powers
Necromantic Mastery
Dreadtail is a master of necromantic magic, capable of raising the dead and controlling them with ease. His spells can drain life energy, cause rapid decay, and instill fear in the hearts of even the bravest warriors.
Phylactery Bond
His phylactery, hidden deep within the crypt, is the source of his immortality. As long as it remains intact, Dreadtail can reform his body even if it is destroyed. This bond makes him a formidable and nearly indestructible adversary.
Fox Agility
Despite his undead nature, Dreadtail retains the agility and speed of a fox. He can move swiftly and silently, making him an elusive target in combat.
Evil Fox Lich (Stat Block)
Type: Undead (Lich)
Sex: Male
Race: Lich (formerly Fox)
Occupation: Necromancer, Overlord
Alignment: Chaotic Evil
Armor Class: 18 (Natural Armor)
Hit Points: 135 (18d8 + 54)
Speed: 40 ft.
Abilities:
- Strength: 10 (+0)
- Dexterity: 18 (+4)
- Constitution: 16 (+3)
- Intelligence: 20 (+5)
- Wisdom: 16 (+3)
- Charisma: 18 (+4)
Saving Throws: Con +9, Int +11, Wis +9
Skills: Arcana +17, Insight +11, Intimidation +10, Stealth +10
Damage Resistances: Cold, Lightning, Necrotic
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 ft., Passive Perception 13
Languages: Common, Abyssal, Infernal
Challenge: 21 (33,000 XP)
Personality Traits: Ruthless, cunning, and manipulative.
Actions
- Multiattack: Dreadtail makes three attacks: one with his staff and two with his claws.
- Staff of the Damned: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) necrotic damage.
- Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) poison damage.
- 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.
- Necrotic Blast (Recharge 5-6): Dreadtail hurls a blast of necrotic energy at a creature he can see within 60 feet. The target must make a DC 19 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Dreadtail 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. Dreadtail regains spent legendary actions at the start of his turn.
- Cantrip: Dreadtail casts a cantrip.
- Disrupt Life (Costs 2 Actions): Each creature within 20 feet of Dreadtail 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.
- Frightening Gaze (Costs 3 Actions): Dreadtail fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Dreadtail is within line of sight, ending the effect on itself on a success.
Supernatural Abilities
Necromantic Mastery
Dreadtail Shadowfang is a master of necromantic arts, able to raise and command the dead with terrifying efficacy. His spells include Animate Dead, Create Undead, and Finger of Death, allowing him to bolster his ranks with a variety of undead minions. He can also drain life energy from his enemies with spells like Vampiric Touch and cause rapid decay with Blight.
Fox Agility
Despite his lich nature, Dreadtail retains the agility and cunning of a fox. He has advantage on Dexterity (Stealth) checks, and his speed allows him to move swiftly and silently. This makes him a difficult target to pin down in combat, as he can dart in and out of shadows with ease.
Arcane Knowledge
Dreadtail has a vast repository of arcane knowledge, acquired through centuries of study. He can cast a range of spells, such as Detect Magic, Dispel Magic, Counterspell, and Plane Shift. This knowledge also allows him to understand and counter the magic of others, making him a formidable adversary in any magical confrontation.
Boxed Texts
Introduction: “As you step into the dimly lit forest clearing, an eerie silence falls over the area. Suddenly, from the shadows, a figure emerges—a fox-like creature draped in dark, flowing robes. His glowing green eyes fix upon you with an unsettling intensity. ‘Welcome to my domain,’ he hisses, his voice dripping with malice. ‘I am Dreadtail Shadowfang, and you are trespassing.'”
Encounter: “Dreadtail raises his staff, and the ground trembles as skeletal hands burst from the earth, clawing their way to the surface. His eyes glow brighter, and a sinister smile spreads across his muzzle. ‘You dare challenge me?’ he snarls. ‘Very well, let the dead rise and show you the meaning of true terror.'”
Dialogues:
- Friendly: “Ah, I see you have a taste for the arcane. Perhaps we can strike a bargain.”
- Hostile: “Foolish mortals! You will join the ranks of my undead army.”
Undead Army Variations
Ground Units
Undead Dire Wolf
- Large undead, neutral evil
- Armor Class: 13 (natural armor)
- Hit Points: 37 (5d10 + 10)
- Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 14 (+2) | 3 (-4) | 12 (+1) | 6 (-2) |
- Damage Immunities: Poison
- Condition Immunities: Poisoned
- Senses: Darkvision 60 ft., Passive Perception 13
- Languages: Understands Common but can’t speak
- Challenge: 1 (200 XP)
Keen Hearing and Smell: The dire wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The dire wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Undead Treant
- Huge undead, neutral evil
- Armor Class: 16 (natural armor)
- Hit Points: 138 (12d12 + 60)
- Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 10 (+0) | 20 (+5) | 12 (+1) | 16 (+3) | 12 (+1) |
- Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities: Poison
- Condition Immunities: Exhaustion, Poisoned
- Senses: Darkvision 60 ft., Passive Perception 13
- Languages: Common, Druidic, Elvish, Sylvan
- Challenge: 9 (5,000 XP)
False Appearance: While the treant remains motionless, it is indistinguishable from a normal tree.
Actions
- Multiattack: The treant makes two slam attacks.
- Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
- Rock: Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Undead Rabbit Swarm
- Medium swarm of Tiny undead, neutral evil
- Armor Class: 12
- Hit Points: 36 (8d8)
- Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 14 (+2) | 10 (+0) | 3 (-4) | 10 (+0) | 5 (-3) |
- Damage Resistances: Bludgeoning, Piercing, Slashing
- Damage Immunities: Poison
- Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
- Senses: Darkvision 60 ft., Passive Perception 10
- Languages: Understands Common but can’t speak
- Challenge: 1 (200 XP)
Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny undead rabbit. The swarm can’t regain hit points or gain temporary hit points.
Undead Fortitude: If damage reduces the swarm to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the swarm drops to 1 hit point instead.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 10 Constitution saving throw or be infected with a disease. If the target is a creature, it takes 3 (1d6) necrotic damage at the start of each of its turns until the disease is cured.

Underground Unit
Undead Giant Badger
- Medium undead, neutral evil
- Armor Class: 10 (natural armor)
- Hit Points: 39 (6d8 + 12)
- Speed: 30 ft., burrow 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 15 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
- Damage Immunities: Poison
- Condition Immunities: Poisoned
- Senses: Darkvision 60 ft., Passive Perception 11
- Languages: Understands Common but can’t speak
- Challenge: 1 (200 XP)
Keen Smell: The badger has advantage on Wisdom (Perception) checks that rely on smell.
Actions
- Multiattack: The badger makes two attacks: one with its bite and one with its claws.
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
- Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Flying Unit
Undead Giant Owl
- Large undead, neutral evil
- Armor Class: 12
- Hit Points: 37 (5d10 + 10)
- Speed: 5 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) |
- Damage Immunities: Poison
- Condition Immunities: Poisoned
- Senses: Darkvision 60 ft., Passive Perception 15
- Languages: Understands Common but can’t speak
- Challenge: 1 (200 XP)
Flyby: The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
- Multiattack: The owl makes two attacks: one with its beak and one with its talons.
- Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
- Talons: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) slashing damage.

Adventure Plot Hooks
The Phylactery Hunt
Summary: The players discover clues to the location of Dreadtail’s phylactery and must destroy it to defeat him permanently.
Details:
- Initial Clue: The players find a cryptic map or an ancient scroll detailing the location of Dreadtail’s phylactery.
- Investigation: They must decipher the map, facing various challenges such as puzzles, guardians, and traps.
- Confrontation: The final battle involves breaching the crypt and destroying the phylactery while facing Dreadtail’s minions.
Complications:
- Rival necromancers may seek the phylactery for their purposes.
- Dreadtail’s minions will relentlessly pursue the players once they are aware of the quest.

Necromantic Pact
Summary: Dreadtail offers the players a powerful but dangerous alliance against a common enemy.
Details:
- Proposal: Dreadtail contacts the players, proposing a temporary alliance to defeat a greater evil.
- Mission: The players must work alongside Dreadtail, facing moral dilemmas and potential betrayal.
- Resolution: The alliance can end in betrayal, a lasting truce, or a climactic battle against Dreadtail once the common enemy is defeated.
Complications:
- Players must decide whether to trust Dreadtail and risk potential betrayal.
- Allies and enemies might interfere, complicating the mission.

The Corrupted Grove
Summary: The players must cleanse a sacred grove corrupted by Dreadtail’s dark magic.
Details:
- Initial Contact: A druid approaches the players, seeking their help to cleanse a sacred grove that has been corrupted by Dreadtail’s necromancy.
- Investigation: The players investigate the grove, facing undead creatures and dark spirits.
- Confrontation: They must perform a purification ritual while defending themselves from Dreadtail’s minions.
Complications:
- The corruption has spread to nearby villages, causing panic and chaos.
- Dreadtail might appear to disrupt the ritual, forcing a direct confrontation.

The Phantom’s Bargain
Summary: Dreadtail offers the players forbidden knowledge in exchange for performing a dark task.
Details:
- Proposal: Dreadtail contacts the players, offering them powerful necromantic knowledge in exchange for retrieving a cursed artifact.
- Mission: The players must infiltrate a well-guarded location to retrieve the artifact, dealing with traps and guardians.
- Resolution: Once the artifact is retrieved, the players must decide whether to hand it over to Dreadtail or find a way to destroy it.
Complications:
- The artifact has a mind of its own, attempting to corrupt those who carry it.
- Rival factions might seek the artifact for their purposes, leading to confrontations.

Encounters
Forest of Shadows
Summary: The players navigate a haunted forest under Dreadtail’s control.
Encounter Details:
- Initial Entry: As the players enter the forest, they encounter undead creatures and spectral beings, setting the tone for the danger ahead.
- Navigating the Forest: The players must find their way through the forest, dealing with various traps and puzzles set by Dreadtail to confuse and disorient intruders.
- Final Confrontation: At the heart of the forest, they face a powerful undead guardian and discover clues about Dreadtail’s plans.
Complications:
- The forest is alive with dark magic, causing illusions and false paths to mislead the players.
- Dreadtail himself might appear to taunt and test the players, using hit-and-run tactics.

The Lich’s Challenge
Summary: Dreadtail issues a direct challenge to the players, testing their strength and resolve.
Encounter Details:
- The Challenge: Dreadtail sends a message to the players, challenging them to face him in his lair. He promises great rewards but warns of the dangers.
- Navigating the Lair: The players must navigate a series of deadly traps and puzzles within Dreadtail’s lair, each designed to test their skills and resolve.
- Final Battle: In the heart of the lair, the players face Dreadtail and his most powerful minions in a climactic battle.
Complications:
- Dreadtail has set traps that test the players’ intelligence, wisdom, and strength, requiring them to work together to survive.
- The lair is protected by powerful wards and magical traps, making it difficult to reach Dreadtail.

Relationships
Loyal Minions
Dreadtail commands a loyal group of undead and dark magic users who serve as his enforcers and spies. These minions carry out his will across the land, ensuring that his influence remains unchallenged.

Rival Necromancers
Despite his power, Dreadtail faces competition from other necromancers who seek to usurp his position. These rivals can be potential allies or enemies for the players, depending on their actions and choices.

Shadowy Allies
Dreadtail has formed alliances with various dark entities and cults, providing him with additional resources and power. These allies can serve as additional adversaries or sources of information for the players.

DM Notes
Dreadtail Shadowfang is a multifaceted antagonist whose presence should challenge the players both mentally and physically. His dual nature as a cunning fox and powerful lich allows for dynamic encounters that test the players’ skills in combat, magic, and strategy. His phylactery, a crucial element to his immortality, should be well-hidden and protected by layers of traps and guardians, providing a significant quest for the players to undertake.
Incorporating Dreadtail into a larger campaign can provide a recurring antagonist whose schemes and plots span multiple adventures, offering the players opportunities for both confrontation and intrigue. His interactions with the players should reflect his intelligence and cunning, often providing moral and ethical dilemmas that force the players to consider the broader consequences of their actions.
Dreadtail Shadowfang offers a rich and complex antagonist for any campaign, blending dark magic, cunning intellect, and ruthless ambition into a single, unforgettable foe.
































