Legendary Resistance (3/Day). If the warlock fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed warlock 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.
Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 19), requiring no material components:
At will: alter self, false life, levitate (self only), mage armor (self only), silent image
1/day each: feeblemind, power word kill, plane shift
Spellcasting. The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (4 5th-level slots): fireball, counterspell, hellish rebuke, charm person, scrying, charm monster, suggestion, wall of fire, dispel magic, hex, mirror image,
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 19 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 warlock 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 warlock regains spent legendary actions at the start of its turn.
Cantrip. The warlock casts a cantrip.
Twilight Sanctuary. The warlock surrounds itself with hellfire and starlight, it gains 2d8 temporary hit points and half cover until its next turn.
Phoenix Sorcery (Costs 2 Actions). The Warlock casts a 5th level spell.
Hurl Through Hell (Costs 2 Actions). The warlock fixes its gaze on one non-fiend creature it can see within 10 feet of it. The target takes 5d10 psychic damage and must succeed on a DC 19 Intelligence saving throw against this magic or become frightened for 1 minute, if they succeed the save they are not frightened and take half damage. 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 warlock gaze for the next 24 hours.
Lair and 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 warlock regains a spell slot
- The warlock targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the warlock to the target. Whenever the warlock takes damage, the target must make a DC 19 Constitution saving throw. On a failed save, the warlock takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the warlocks lair.
- The warlock teleports up to 60 feet in any direction, any creature within 5 feet of the warlock takes 10 fire damage before she disappears.
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