Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Regeneration. The lich regains 20 hit points at the start of its turn. If the lich takes radiant damage, this trait doesn’t function at the start of the lich’s next turn. The lich dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spellcasting. The lich is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The lich has the following wizard and druid spells prepared:
Cantrips (at will): toll the dead, chill touch, mage hand, poison spray, prestidigitation, sapping sting
1st level (5 slots): inflict wounds, magic missile, ray of sickness, hex
2nd level (5 slots): Melf’s acid arrow, ray of enfeeblement, spider climb, web
3rd level (4 slots): animate dead, bestow curse, fear, vampiric touch
4th level (4 slots): blight, shadow of moil
5th level (3 slots): enervation, negative energy Flood
6th level (2 slot): circle of death, create undead
7th level (1 slot): finger of death
8th level (1 slot): abi-dalzim's horrid wilting
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead.
Putrid Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (2d8) poison damage and (2d8) necrotic damage, Then the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of your next turn and poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the poisoned effect on itself on a success.
Absorb Life (Recharge 5-6): Each creature within 30 feet of the lich must make a DC 18 Constitution saving throw, taking 40 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. the lich regains hit points equal to half the damage inflicted this way.
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 one of its cantrips.
Parasitic Healing. Regain 25 hit points by drawing the life out of the land around you.
Noxious Touch (Costs 2 Actions). The lich uses Noxious Touch.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:
- A cloud of blight spores erupts in a location of the liches choice. The cloud has a 30' radius and provides partial cover to all creatures within the could and lightly obscures the battlefield. when a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d4 poison damage and 2d4 necrotic damage and is poisoned. On a successful save, the creature takes half as much damage and is not poisoned. At initiative count 20 the cloud's size decreases by half.
- thorny vines lash out at grasp at any number of creatures the lich chooses. These creatures make a dexterity saving throw. The creature takes 2d6 piercing damage and 1d4 necrotic damage and are grappled and restrained on a failure, or no damage, and are not grappled and restrained on success.
- A cloud of spores erupt and cover any number of creatures the lich can see. then next time an affected creature would cast a spell they must make a concentration check (DC 15) if they fail their spell has no effect and the spell slot is wasted. If a spell is negated this way, the lich gains five times the spells level in hit points.
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