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.
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.
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.
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