Lich
Medium Undead
, Any Evil Alignment
• Armor Class: 17
• Hit Points: 135 (18d8+54)
• Speed: 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
11 (+0) |
16 (+3) |
16 (+3) |
20 (+5) |
14 (+2) |
16 (+3) |
• Saving Throws:
Con +10, Int +12, Wis +9
• Skills:
Arcana +18, History +12, Insight +9, Perception +9
• Condition Immunities:
charmed, exhaustion, frightened, paralyzed, poisoned
• Resistances:
cold, lightning, necrotic
• Senses:
truesight 120 ft.
• Languages:
Common plus up to five other languages
• Challenge:
21 (33000 XP)
• Environments:
Dungeon, Ruins, Urban
• Legendary Resistance (3/Day):
If the lich 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.
• Turn Resistance:
The lich has advantage on saving throws against any effect that turns undead.
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:
Actions
• 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.
Legendary Actions
The lich 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 lich 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.