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 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): , counterspell, dispel magic, fireball,daylight,mass healing word
4th level (3 slots): Death ward, dimension door
5th level (3 slots) scrying
6th level (1 slot): disintegrate,regeneration
7th level (1 slot): divine word, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): mass heal
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
wave of life
whenever the lich drops a creature to 0hp all creatures of the lich´s choice gain 1d8 temp hp.
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.
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.
Disrupt death (Costs 3 Actions). Each undead (or any creature resistant to necrotic damage) creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
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 d8 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 positive energy tethers the lich to the target. Whenever the target takes damage, the lich must make a DC 18 Constitution saving throw (which they can choose to fail). 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 souls 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) radiant damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Comments