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Lich

Size
Medium
Type
Undead
Alignment
Evil
Armor Class
17
Speeds
30
Strength Score
11
Dexterity Score
16
Constitution Score
16
Intelligence Score
20
Wisdom Score
14
Charisma Score
16
Saving Throws
Constitution, Intelligence, Wisdom
Skill Proficiencies
Arcana, History, Insight, Perception
Vision
True Sight (120ft)
Languages Ref
Common, Any
Hit Points
135
Condition Immunities
Poisoned, Exhaustion 1, Charmed, Frightened, Paralyzed
Resistances
Resistant to Cold Damage, Resistant to Lightning Damage, Resistant to Necrotic Damage, Immune to Poison Damage, Immune to Non-Magical Damage
Languages
Aethyrian Common
Any

Languages Prep

Aethyrian Common
Any

Medium undead, any evil alignment


Armor Class 17 (natural armor)

Hit Points 135 (18d8+54)

Speed 30 ft.


STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)

Saving Throws Con +10, Int +12, Wis +9

Skills Arcana +19, History +12, Insight +9, Perception +9

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 19

Languages Common plus up to five other languages

Challenge 21 (33,000 XP)

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.

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): detect thoughts, invisibility, acid arrow, 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.

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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.