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.
So for anyone who doesn't want to click any links, but wants to learn how to become a lich and a good bit about them, here's the process:
Gain the knowledge to become one (sidenote, this knowledge is near impossible, emphasis on near, to get without somebody that already knows it and is only kept by the most powerful beings, which only give it out to those that have proven themselves incredibly powerful, knowledgeable, and worthy); you will learn written incantations and potion ingredients, with the incantations binding your soul and the potion disrupting your life itself, as well as preparing you to go into it.
Gather the potion's ingredients (it is essential that this be done before making the phylactery, and all ingredients must be gathered within 60 days of each other, and DO NOT add them to the container as you go along); this can be basically anything, but if you want a free example, use the video from AJ in the sources at the bottom. They are usually incredibly hard to get, require massive amounts of planning, and are incredibly immoral. They can also vary, with the idea simply being to completely put your natural life forces off balance.
Mix the potion; all ingredients must be added at one time, under a full moon, and assumedly in a place shrouded in dark magic, such as a Lich's lair (your own prepared one, perhaps), a graveyard, or a place that oft' practices dark magic, whatever that may be in your campaign.
write the learned encantations on, in most games, whatever you want within the DM's discretion. Once it has been made, it is active, and the potion must be drank within one week after this point.
After the phylactery has been primed, you drink the potion. I'm not sure if it's still a thing, but in an earlier version there was a chance you would outright die instead of the desired effects taking place. Therefore, it would be advised to have someone ready to resurrect you, or have a Wish spell ready, because, and I quote from my source, "they can have some particularly debilitating and devastating effects," whatever that means.
And nothing seems to happen, but so long as you drank the whole potion and did all the steps right, it worked, and you're immortal.
And, finally, there's this special effect with the phylactery. It simply can't be located. Even a god with sensory powers over the entire plane can only detect it if within 100 miles, and everything below that has absolutely no clue, and the Lich can't be compelled to tell the person, even when charmed. those rules are absolute.
Important things to note that do not pertain to becoming a Lich: you have to consume the souls of other beings, you are almost certainly a master of magic either by the beginning or end of the ordeal, you still have full emotion, and all that humanity fades over time and if you weren't already evil from going through with the horrible things you had to do to become one, you likely eventually will, or you'll just destroy your phylactery because you're done with the planes of reality. You also are almost certainly completely self centered, and someone like a Cleric, Paladin, or any good aligned character would be way more likely to destroy a Lich than even think about becoming one, and you can technically fall dormant if you're starved of souls, but never truly die (unless your phylactery is destroyed, then either nothing happens, your soul is judged and sent to the proper afterlife, or you just fade into nothingness, idk choose what's best for your campaign). You could also become a Demilich, although that's in Xanathar's Guide and I don't have access to it because I'm poor, but they're apparently 3/4 Lich 1/4 undead and nothing but a skull and a phylactery, so look it up if you have the book. And apparently your soul is broadcast to your body from the phylactery like Wifi, but over all the planes I'm pretty sure.
sources: Runesmith's video, AJ Picket's video, and the Wikipedia article I didn't use but rather got off of AJ's video description and thought to be possibly helpful.
Noice!
A sneaky way I got my PCs to waste a PWK and make a lich fight last longer was to use a programmed illusion of the lich (Like in Tomb of Horrors) and then come out swinging after ending the wall of stone spell concealing it.
you are now the final boss for my one-shot
Would a Lich’s ray of frost deal 4d8? Because they’re 18th level casters
Its been almost 4 years and this still makes me laugh everytime i look for the lich statblock
I never red the requirements of maintaining a phylactery closely before. It must be really expensive to be a lich. Imagine spending 500 gp on casting imprisonment on a commoner, and they roll a natural 20 on their saving throw.
Sure it does. You just make the clone a younger version of yourself, again and again.
So apparently liches and eldritch liches are enemies which seems cool
Depends on the DM. It's never really described in the Forgotten Realms, but sources for the secret include Orcus, Vecna, and the Tome of Ultimate Evil or whatever it's called.
So, because people are probably checking this stat block fairly often, here's how lair actions work:
"Initiative count 20" just means "the lair action has an initiative of 20."
"Losing initiative ties" means that if someone rolls the same initiative as the lair action, the lair action goes after them, and they go first.
And obviously, this means that all players or creatures that roll an initiative of 20 or higher get to follow regular initiative order.
Finally, the lair action happens every turn that it feasibly can. The only limits are that the same one can't happen twice in a row, it follows initiative order, and you can only choose the ones listed or custom-made
DISCLAIMER:
This DOES NOT mean that the lair action happens after 20 rounds. I don't know why I thought so at first, but it very clearly DOES NOT. Almost all combat lasts an average of 6 rounds, maybe it's 6 turns, I don't remember, but it's over very quickly, and both options would have the lair action collecting dust throughout your whole campaign.
WARNING! Read on, otherwise your soul will be taken, even if you read the word "warning"! Once upon a time there was a man named Duke Hunapon. He was lazy and very indifferent. He always wore a jacket, no matter how warm it was outside. He had an older brother named Michael who always ruled him. One day, Michael was killed, which greatly influenced Duke. He went mad and started murdering people. Soon he got into a fight with someone and was killed. Now he wanders around as a tall skeleton in a red shirt and the same hoodie Duke wore. This skeleton was known as the "Swapfell Papyrus" and will kill you if you don't post it in the 15 comment sections of any website before bedtime. If you fail and wake up with him in your room, your death will be slow and very painful. A girl named Lily Lilupan read it, and he wasn't listening. She was (EEE) and killed in her sleep. If you copy and paste this into 15 comment sections on any website before bedtime, Swapfell Papyrus will make sure you feel safe
RIP Pungo
son of a lich
https://makeaskillcheck.com/5e-how-to-become-a-lich/
Hope that gonna help you in your quest that gonna bring you sadness and madness.
This is a video that talk about nearly all about it, expect becoming one, so you can use there inspiration to make the lore of your character that success to become a lich.
https://www.youtube.com/watch?v=MDUJIKmvQEM&t=12s
LICHES ARE SPOOKY SHIVEr ME timBeRs I am shAkInG In mY boOTs.
Actually it does
You'd think it'd have chill touch
Legendary resistances, legendary actions, better connection to the soul (ie body cant be separated from the soul, tethering damage to others, freely calling spirits to help you, disrupt life), the ability to kill most things by touching them, permanent true sight, a bunch of condition and damage immunities, and infinite spell slots with your lair action, for free, for eternity. That is why.
yis