Medium Undead, Neutral Evil
Armor Class 19 (+1 Plate)
Hit Points 143 (18d8 + 54)
Speed 30 ft., fly 10 ft.
STR
20 (+5)
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 +12, 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 Abyssal, Common, Draconic, Infernal, Primordial, Telepathy 300 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation. If the lich dies and still has a phylactery, he regains a new body in 1d10 days and regains all hit points.

Eye of Vecna. As an action, the lich can see as if he were wearing a ring of X-ray vision. The eye has 8 charges. The lich can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4+4 charges daily at dawn

Hand of Vecna. Melee spell attacks cast with and melee weapon attacks made using the Hand of Vecna deal an extra 2d8 cold damage. The hand has 8 charges. The lich can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4+4 charges daily at dawn.

Eye and Hand of Vecna. The eye’s X-ray vision never causes the lich to suffer exhaustion. The lich can’t be surprised unless he is incapacitated. The lich regains 1d10 hit points if he starts his turn with at least 1 hit point. If a creature has a skeleton, the lich can attempt to turn its bones to jelly. The lich must make a melee spell attack. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. The lich can use an action to cast wish. This property can’t be used again until 30 days have passed.

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Additional Properties of the Eye and Hand of Vecna. While attuned to the Eye of Vecna, the lich emits a foul stench from up to 10 feet away, and while attuned to the Hand of Vecna, the lich deals 1d6 necrotic damage to any plant he touches that isn’t a creature. The Hand of Vecna grants the lich the Wrathful Smite spell without expending a spell slot (Recharge 6) and the Create Undead spell without expending a spell slot (Recharge 6). The Eye of Vecna grants the lich the Eldritch Blast cantrip and he can’t be blinded, deafened, petrified, or stunned.

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, toll the dead, fire bolt

1st level (4 slots): witch bolt, magic missile, shield, thunderwave

2nd level (3 slots): detect thoughts, invisibility, scorching ray, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, lightning bolt

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, cone of cold

6th level (1 slot): disintegrate, soul cage

7th level (1 slot): finger of death, plane shift

8th level (1 slot): incendiary cloud, power word stun

9th level (1 slot): power word kill

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.

Imbued Longsword (Accursed). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 11 (1d8+7) slashing damage if used with 1 hand or 12 (1d10+7) slashing damage if used with 2 hands. Both attacks deal an extra 3 (1d6) necrotic damage.

Dagger. Melee Weapon Attack. +10 to hit, reach 5 ft., thrown (range 20/60), one creature. Hit: 5 (1d4+3) piercing damage.

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 living 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.

Description

Undead Nature. The lich does not require nourishment, air, or sleep.

Vessel of Vecna. If the lich summons Vecna, the lich-god immediately inhabits the lich's body and takes control of the lich. If the lich's body and phylactery are destroyed by the Sword of Kas and the Eye and Hand of Vecna are also destroyed, Vecna must succeed a DC 22 Wisdom saving throw using the lich's Wisdom saving throw modifier or become a wraith.

Lair and Lair Actions

A Lich of Vecna'sLair

A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.

Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.

A lich of Vecna encountered in its lair has a challenge rating of 23 (50,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:

  • The lich 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 lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich 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 lich or the target is no longer in the lich’s lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich 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.

Monster Tags: undead

QuantumDoctor

Comments

Posts Quoted:
Reply
Clear All Quotes