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.
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 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.
-
View User Profile
-
Send Message
Posted Nov 7, 2020Awesome enemy. I like it a lot.