You have become a lich, either by completing a ritual, receiving a powerful curse, or a resurrection gone wrong. Regardless of the circumstances of this transformation you gain the following benefits.
You gain proficiency with 5 languages, arcana, history, perception, and insight. Immunity to Poison, Bludgeoning, Slashing, and Piecing from non magical attacks, Poisoned, Paralyzed, Exhaustion, Charm, Frightened. You gain resistance to Cold, Lightning, and Necrotic. Truesight of 120 feet and a Intelligence of 20.
Legendary Resistance (3/Day). If you fail a saving throw, you can choose to succeed instead.
Turn Resistance. You have advantage on saving throws against any effect that turns undead.
Rejuvenation. If you have a phylactery, when you are destroyed you gain a new body in 1d10 days, regaining all yours hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Paralyzing Touch. Melee Spell Attack: Reach 5 ft., one creature. Hit: 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.
You 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. You cast a cantrip.
Paralyzing Touch (Costs 2 Actions). You use your Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). You fix your gaze on one creature you can see within 10 feet of you. 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 your gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of you must make a DC 18 Constitution saving throw against this magic, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one.
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