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
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
Azalin can cast: counterspell or shield as reactions
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.
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