Lich

Medium Undead (Wizard), Neutral Evil

Armor Class 20   Initiative +17 (27)   Hit Points 315 (42d8 + 126)   Speed 30 ft.

STR11 (+0)
DEX16 (+3)
CON16 (+3)
INT21 (+5)
WIS14 (+2)
CHA16 (+3)

Saving Throws Str +0, Dex +10, Con +10, Int +12, Wis +9, Cha +3

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

Damage Resistances Cold, Lightning

Damage Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Gear Component Pouch

Senses Truesight 120 ft.; Passive Perception 19

Languages All

Challenge Rating 21

Traits

Legendary Resistance (4/Day, or 5/Day in Lair)

If the lich fails a saving throw, it can choose to succeed instead.

Spirit Jar

If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair.

Actions

Multiattack

The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.

Eldritch Burst

Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.

Paralyzing Touch

Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn.

Spellcasting

The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):

At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation

2/Day Each: Animate Dead, Dimension Door, Plane Shift

1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying

Reactions

Protective Magic

The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.

Deathly Teleport

The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.

Disrupt Life

Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action again until the start of its next turn.

Frightening Gaze

The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn.

Use the Lich in your game
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