Arcane Recovery (1/Day). When it finishes a short rest, the lich recovers all its spell slots of 5th level and lower.
Bladesong (7/Day). As a bonus action, the loch can start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if the lich dons medium or heavy armor or a shield, or if it uses two hands to make a weapon attack. While its Bladesong is active, The lich gain the following benefits:
- The lich gains a bonus to its AC equal to its Intelligence modifier.
- The lich's walking speed increases by 10 feet.
- The lich has advantage on Dexterity (Acrobatics) checks.
- The lich gain a bonus to any Constitution saving throw it makes to maintain its concentration on a spell. The bonus equals the lich's Intelligence modifier.
- When the lich takes damage, it can use its reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.
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The lich can add its Intelligence modifier to the damage of its melee weapon attacks (included in the attack).
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The lich has advantage on saving throws against spells and other magical effects.
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). It can cast shield and misty step at will. It can cast blink and nondetection 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): booming blade, green-flame blade, mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, disguise self, feather fall, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, magic weapon
3rd level (3 slots): counterspell, dispel magic, fireball, fly
4th level (3 slots): blight, dimension door, greater invisibility
5th level (3 slots): cloudkill, steel wind strike
6th level (2 slots): disintegrate, globe of invulnerability
7th level (2 slots): finger of death, teleport
8th level (1 slot): dominate monster, feeblemind
9th level (1 slot): invulnerability, power word kill
Swift Casting. When the lich uses its action to cast a spell of 1st level or higher, it can cast a cantrip as a bonus action.
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Multiattack. The lich makes two weapon attacks. It can cast a cantrip in place of one weapon attack.
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.
Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 5 piercing damage while Bladesong is active.
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.
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