Medium Undead, Any Evil Alignment
Armor Class 19 (natural armor)
Hit Points 198 (18d8 + 54)
Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
18 (+4)
INT
22 (+6)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +11, INT +13, WIS +10
Skills Arcana +12, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Azalin fails a saving throw, it can choose to succeed instead.

Magical Equipment: Azalin has the following items equiped:
Robe of the Archmagi: AC 15+Dex, Advantage on saving throws against spells, Spell DC / Attack increase by 2
Ring of Protection: Azalin's AC and saving throws are increased by 1
Master's Amulet: Shield guardian amulet. While azalin wears this amulet and the shield guardian is alive, the guardian will receive all damage.

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. Azalin is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Azalin has the following wizard spells prepared:

Cantrips (at will): mage hand, chill touch, ray of frost

1st level (at will): feather fall, magic missile, snare, shield, thunderwave

2nd level (at will): misty step, mind spike, invisibility, mirror image

3rd level (3 slots): fly, counterspell, dispel magic, fireball

4th level (3 slots): greater invisibility, freedom of movement

5th level (3 slots): cloudkill, Synaptic Static, Cone of Cold, ]Transmute Rock

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): prismatic spray, forcecage

8th level (1 slot): maze, power word stun

9th level (1 slot): shapechange, wish

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

Spell Resistance. Azalin has advantage on saving throws from spells or spell attacks

Actions

Paralyzing Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 21 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.

Synaptic Static (three times per day) You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Disintegrate (once per day) One creature within 60 ft. The target must make a DC 22 Dexterity saving throw. On a failed saving throw the target takes 75 force damage. If this damage reduces the target to 0 hit points it is disintegrated.

Wish (once per day): You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

Any other spell

Reactions

Azalin can cast: counterspell or shield as reactions

Legendary Actions

Azalin 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. Azalin regains spent legendary actions at the start of its turn.

Cantrip. The lich casts an at will spell

Ray of Frost: {{spellattack}} to Hit, 18 cold damage, speed reduced by 10 ft

Chill Touch: +14 to Hit, 18 necrotic damage, no healing until Azalin's next turn

Paralyzing Touch (Costs 2 Actions). The Azalin uses its Paralyzing Touch.

Archlich reborn (Costs 2 Actions). Azalin regains an 8th level or lower spell slot. All creatures in a 15ft burst are pulled
back 10ft and must succeed on a DC 18 Strength saving throw or be knocked prone.

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:

  • Azalin 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.
  • Azalin 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.
QStatics

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