Large Undead, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 200 (20d12 + 60)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws CON +10, WIS +10, CHA +13
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 22 (41,000 XP)
Proficiency Bonus +7
Traits

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 Charisma (spell save DC 20, +12 to hit with spell attacks). The lich has the following spells prepared:

Cantrips (at will): mage hand, prestidigitation, vicious mockery

1st level (4 slots): detect magic, dissonant whispers, shield, hideous laughter

2nd level (3 slots): blindness/deafness, crown of madness, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, enemies abound

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, synaptic static, danse macabre

6th level (1 slot): otto's irresistible dance, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): feeblemind, 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.

Actions

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.

Legendary Actions

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 living 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.

Somatic Symphony (Costs 2 Actions). The lich transfers concentration on a spell onto the skeletal orchestra. At least 2 skeletons from the orchestra must be animated for this action to be possible.

Lair and Lair Actions

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 skeletal orchestra will cast Danse Macabre at 5th level. At least 5 skeletons must be animated in the orchestra for this action to be possible.
  • The lich calls forth the skeletal orchestra. Roll 1d4+2, that many skeletons equip with non-percussive musical instruments rise from the earth. The skeletal orchestra can hold concentration on a spell on behalf of the lich, allowing it to cast and concentrate on other spells. A maximum of 10 skeletons can be animated at once, and can concentrate on one spell for every 2 skeletons orchestrating. If all 10 skeletons of the orchestra are animated, creatures (excluding the lich) take 2d6 psychic damage if they begin their turn within 30 feet of the orchestra.
carl0fduty

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