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 Wisdom (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, Spare the Dying, Dancing Lights, Light, Resistance, Sacred Flame, Thaumaturgy, Toll the Dead, Word of Radiance
1st level (4 slots): Bane, False Life, Inflict Wounds
2nd level (3 slots): Blindness/Deafness, Gentle Repose, Ray of Enfeeblement
3rd level (3 slots): animate dead, Feign Death, Life Transference, Revivify, Speak with Dead,Vampiric Touch
4th level (3 slots): Blight, Death Ward,Locate Creature,
5th level (3 slots): Antilife Shell, Contagion, Flame Strike
6th level (1 slot): Blade Barrier, [Tooltip Not Found]
7th level (1 slot): Divine Word, Etherealness, Regenerate
8th level (1 slot): Antimagic Field, Holy Aura
9th level (1 slot): Astral Projection, Gate, Mass Heal, True Resurrection
Turn Resistance. Lichelieu has advantage on saving throws against any effect that turns undead.
Circle of Mortality. He restores maximum HP (instead of rolling the dice) with healing spells to a creature with 0 HP. He can cast spare the dying cantrip as a bonus action, and it has a range of 30 ft.
Keeper of Souls. When an enemy he can see dies within 60 ft., he or one creature of your choice that is within 60 ft. regains HP equal to the enemy’s number of Hit Dice. He can use this feature only if you aren’t incapacitated.
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.
Channel Divinity (3/SR):
- Path to the Grave. He can use Channel Divinity as an action to curse one creature he can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
- Turn Living. As an action, he presents his holy symbol and speaks a prayer censuring the living. Each living creature that can see or hear him within 30 feet of him must make a WIS saving throw (DC 19). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from him as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Divine Intervention. As an action, requests Pluto's aid and rolls percentile dice. 18 or less, Pluto intervenes. If successful, he can't use this feature again for 7 days, otherwise, he can attempt it again after a long rest.
Eyes of the Grave (5/LR). As an action, he know the location of any living creature within 60 ft. of him that isn’t behind total cover and that isn’t protected from divination magic until the end of his next turn.
The Cardinal 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 cardinal regains spent legendary actions at the start of its turn.
Cantrip. The Cardinal casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The Cardinal uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The Cardinal 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 Cardinal'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.
Lair and Lair Actions
The Palais-Cardinal
A large and impressive building in the middle of Lutetia where the ministries of state and navigation reside, and the personal apartments of Cardinal Lichelieu. The Cardinal encountered in his lair has a challenge rating of 22 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the Cardinal can take a lair action to cause one of the following magical effects; the Cardinal can’t use the same effect two rounds in a row:
- The Cardinal rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The Cardinal targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Cardinal to the target. Whenever the Cardinal takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the Cardinal takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Cardinal or the target is no longer in the lair.
- The Cardinal calls forth the spirits of creatures that died in the Palais-Cardinal. These apparitions materialize and attack one creature that the Cardinal can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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