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): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
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.
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.
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.
A lich encountered in its lair has a challenge rating of 22 (41,000 XP).
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 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.
Why wouldn’t you make them a full lich? What about legendary actions? Also why wouldn’t you make them undead? What are they then? A healthy wizard?
Is it me or is the lich missing the "has Lair" tag. where can one report this?
It doesn’t really explain, but it is basically just an arch mage who made a deal with a devil, so really all you have to do is make a deal, similar to warlock pacts, and then they are a lich. However, the character would have to be at at least level 17 for it to be fair.
Yeah I thought of this too.
#AT
Can't relate. I have a lich problem and about 10 problems stem from it.
20th level cleric channel divinity turn undead *
lich "ha i have advantage." *gets 2 nat ones
cleric "you were saying":
Couldn't a Lich use plane shift to send a PC to the negative energy plane during combat causing a nightwalker to enter the battle?
And if so would the nightwalker be on the Lich's side :?
You worship a death-type deity/warlock patron and then do an evil ritual that they teach you.
Because the Clone spell is one not-dead-anymore, lichdom is infinite until phylactery is destroyed. also, lichdom grants Legendary resistance, and Clone doesnt reanimate if you die of old age. also, you need a powerful spellcaster and it cant be you it basically has to be a wizard to cast Clone on you cant cast on self. those are why.
thats just mean
thats just mean
For your consideration: Liches are immune to nonmagical bludgeoning damage. In addition, they have access to the dimension door spell by default. Liches, due to their virtually infinite amount of time and resources, can make their lairs whatever they want. I present to you The Tube.
The Tube is a massive vertical shaft in a lich’s lair. The lich will make sure that someone they’re fighting is beneath The Tube, and will then use dimension door to body slam them from 200 feet up, taking no fall damage but, as I would rule it, doing the full 20d6 in fall damage to the target!
The bludgeoning immunity is only from attacks per raw. This is answered in sage advice.
Honestly expected to be Rick Rolled there....
Life ain’t nothin’ but Liches and money.
Fun. my dm let me play a weak lich for a oneshot. still dont much care for magic but it was fun
Stop liching to your GM about how powerful they are.
Oh...
Oh dear...
OH DEAR...
My campaign bbeg is acerack pre-demilich
So i can relate CriticalEmu.
Read the clone spell. You can make a clone a younger version of the creature with the same stats.