Medium Undead, Any Evil Alignment
Armor Class 15 (natural armor)
Hit Points 94 (9d8 + 22)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +4, INT +6, WIS +4
Skills Arcana +12, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Common plus up to five other languages, Deep Speech, Draconic, Elvish, Infernal Common plus up to five other languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (1/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 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost 
1st level (4 slots): detect magic, magic missile, shield, thunderwave 
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image 
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 
4th level (3 slots): blight, dimension door 
5th level (1 slots): cloudkill, scrying 

 
Actions

Paralyzing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d6) cold damage. The target must succeed on a DC 12 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 2 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 14 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.

ScottHanneman