Medium Undead, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 180 (24d8 + 72)
Speed 30 ft., fly 60 ft. (hovers)
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +19, Deception +12, History +12, Insight +9, Perception +9, Persuasion +12
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Arcane Recovery (1/Day). When it finishes a short rest, the lich recovers all its spell slots of 5th level and lower.

Alter Memories. When the lich casts an enchantment spell to charm one or more creatures, it can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, the lich can use its action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on a DC 20 Intelligence saving throw or lose up to 6 hours of its memories. The lich can make the creature forget less time, and the amount of time can’t exceed the duration of its enchantment spell.

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

Master of Enchantment. The lich can maintain concentration on two different enchantment spells at the same time. In addition, it has advantage on saving throws to maintain concentration on enchantment spells.

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 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich can cast charm person and suggestion at will. It can cast fast friends and hypnotic pattern once each without expending a spell slot, but can’t do so again until it finishes a short or long rest. The lich has the following wizard spells prepared:

Cantrips (at will): chill touch, friends, mage hand, mind sliver, prestidigitation

1st level (4 slots): detect magic, identify, shield, tasha's hideous laughter

2nd level (3 slots): blindness/deafness, hold person, tasha's mind whip

3rd level (3 slots): bestow curse, enemies abound, fast friends

4th level (3 slots): blight, charm monster, confusion

5th level (3 slots): dominate person, hold monster, modify memory, synaptic static

6th level (2 slots): circle of death, mass suggestion, otto's irresistible dance

7th level (2 slots): finger of death, power word pain

8th level (1 slot): dominate monster, feeblemind

9th level (1 slot): power word kill, psychic scream

Split Enchantment. When the lich casts an enchantment spell that targets only one creature, it can have the spell target a second creature.

Suave Defense. While the lich is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Turn Immunity. The lich is immune to all effects that turn undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one or two creatures. 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.

Magical Illusion. As a bonus action, the lich can mask its shriveled flesh and appear to be a living human. This magical illusion lasts until the lich ends it as a bonus action or until it uses its Frightening Gaze legendary action. The effect also ends if the lich drops to 30 hit points or fewer, or if dispel magic is cast on it. 

Reactions

Instintive Charm. The lich tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The lich must decide to do so before the attack hits or misses.

The attacker must make a DC 20 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the lich or itself. If multiple creatures are closest, the attacker chooses which one to target.

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.

Lair and Lair Actions

A Lich’s Lair

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.

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 d10 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.
Darthvenexus

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