Medium Undead, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 170 (20d8 + 80)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws CON +11, INT +12, WIS +9, CHA +8
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 Arawn fails a saving throw, he can choose to succeed instead.

Master of the Grave. While within 30 feet of Arawn, any undead ally of Arawn makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

Spellcasting. Arawn is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Arawn has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, prestidigitation, toll the dead

1st level (4 slots): detect magic, mage armor, shield, ray of sickness

2nd level (3 slots): acid arrow, detect thoughts, invisibility, ray of enfeeblement

3rd level (3 slots): animate dead, counterspell, dispel magic, vampiric touch

4th level (3 slots): blight, Evard's black tentacles, polymorph, shadow of moil

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

6th level (1 slot): circle of death, create undead

7th level (1 slot): finger of death

8th level (1 slot): Abi-Dalzim’s horrid wilting

9th level (1 slot): power word kill

Turn Immunity. Arawn is immune to effects that turn undead.

Actions

Noxious Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Life Drain. Arawn targets up to three creatures that he can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and Arawn regains hit points equal to the total damage dealt to all targets.

Shadow Teleport. Arawn, along with any equipment he is wearing or carrying, teleport to an unoccupied space within 500 feet of him, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the Arawn has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.

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 one of its cantrips.

Shadow Teleport. Arawn uses his Shadow Teleport action.

Noxious Touch (Costs 2 Actions). The lich uses Noxious Touch.

Disrupt Life (Costs 3 Actions). Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

stuntmantan

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