Lich

Armor Course 17

Hitting Points 135

Speed thirty ft.

Saving Throws CON +10, INT +12, WIS +9

Impairment Resistances Cold, Lightning, Necrotic

Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses Truesight 120 ft., Passive Perception xix

Languages Common plus up to v other languages

Challenge 21 (33,000 XP)

Proficiency Bonus +7

Legendary Resistance (3/Day). If the lich fails a saving throw, information technology tin can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its striking points and becoming active over again. The new torso appears within 5 feet of the phylactery.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting power is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following sorcerer 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 pointer, find thoughts, invisibility, mirror epitome

third 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

seventh level (1 slot): finger of expiry, aeroplane shift

8th level (i slot): boss monster, power word stun

9th level (one slot): power give-and-take kill

Plough Resistance. The lich has advantage on saving throws against whatever effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to striking, reach 5 ft., i creature. Hitting: 10 (3d6) cold damage. The target must succeed on a DC eighteen Constitution saving throw or be paralyzed for 1 minute. The target tin echo the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The lich can have 3 legendary actions, choosing from the options beneath. Merely one legendary activeness option can be used at a time and only at the end of some other animate being'south turn. The lich regains spent legendary deportment at the kickoff of its plow.

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 finish 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 allowed to the lich's gaze for the side by side 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within twenty feet of the lich must make a DC 18 Constitution saving throw confronting this magic, taking 21 (6d6) necrotic harm on a failed save, or half as much damage on a successful one.

A Lich's Lair

A lich frequently haunts the dwelling house it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.

Everything nearly a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure information technology. Undead, constructs, and jump demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work.

A lich encountered in its lair has a claiming rating of 22 (41,000 XP).

Lair Deportment

On initiative count twenty (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't employ the same outcome 2 rounds in a row:

  • The lich rolls a d8 and regains a spell slot of that level or lower. If information technology has no spent spell slots of that level or lower, nada happens.
  • The lich targets one creature it can run across inside xxx anxiety of information technology. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes impairment, the target must brand a DC 18 Constitution saving throw. On a failed save, the lich takes one-half the harm (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. These apparitions materialize and attack one fauna that the lich can see within lx feet of it. The target must succeed on a DC xviii Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.