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 a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, toll the dead
1st level (4 slots): bane, command
2nd level (3 slots): augury, hold person, zone of truth
3rd level (3 slots): bestow curse, dispel magic, spirit guardians
4th level (3 slots): banishment, guardian of faith, freedom of movement
5th level (2 slots): contagion, dispel evil and good, flame strike
6th level (1 slot): blade barrier, harm
7th level (1 slot): divine word, fire storm
8th level (1 slot): antimagic field
9th level (1 slot): gate
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Multiattack. The lich makes two coldfire attacks.
Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 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.
Coldfire. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 10 (3d6) cold damage plus 10 (3d6) necrotic damage.
Grasp of Death (1/Day). Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 17 Constitution saving throw or its hit points drop to 0. On a success, a creature takes 21 (6d6) psychic damage.
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.
Coldfire. The lich uses its Coldfire.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Painwrack (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 17 Wisdom saving throw against this magic or take 16 (3d10) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't stunned. 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 non-undead creature within 20 feet of the lich must make a DC 17 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
During the time when the Church of Bane first rose to power, its most powerful clergy were slain by the forces of good. Unwilling to risk any more deaths of his most powerful and devout priests, the God of Strife provided the knowledge of a vile rite that would grant the performer immortality in the form of Lichdom.
If the banelich was destroyed but its phylactery was not, it enables the banelich to reform, recover, and return to serve the will of Bane once again.
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