Medium Undead, Any Evil Alignment
Armor Class 15 (natural armor)
Hit Points 75 (11d8 + 32)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
18 (+4)
INT
18 (+4)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +9, INT +9, WIS +7
Skills Arcana +0, History +12, Insight +9, Perception +9
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 15
Languages Common plus up to five other languages
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +10 to hit with spell attacks). The lich has the following spells prepared:

Cantrips (at will): chill touch, minor illusion, vicious mockery, Toll the Dead

1st level (4 slots): command, dissonant whispers, sleep, ray of sickness

2nd level (3 slots): blindness/deafness, enthrall, mirror image

3rd level (3 slots): animate dead, counterspell, vampiric touch, enemies abound

4th level (3 slots): blight, confusion

5th level (3 slots): dominate person, scrying

6th level (1 slot): create undead, harm

 

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

Actions

Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 15 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.

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 boss 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 15 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 boss's gaze for the next 24 hours.

Lair and Lair Actions

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 boss’s work.

A lich encountered in its lair has a challenge rating of 15.

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 boss can’t use the same effect two rounds in a row:

  • The lich rolls 1d6-1 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 boss to the target. Whenever the boss takes damage, the target must make a DC 15 Constitution saving throw. On a failed save, the boss takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until the end of the target's next turn or until the boss or the target is no longer in the boss’s lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the boss can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
KayMattcat

Comments

Posts Quoted:
Reply
Clear All Quotes