Legendary Resistance (4/Day). If the arch lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed arch 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.
Innate Spellcasting. The lich's spellcasting ability is Intellegence (spell save DC 23) +13. The lich can innately cast the following spells, requiring no material components:
At will: magic missile, detect magic, animate dead, revivify
2/day each: create undead, fireball 5th level, lightning bolt 5th level, scrying, telekinesis
Spellcasting. The arch lich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +13 to hit with spell attacks). The arch lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, fire bolt, [Tooltip Not Found]
1st level (4 slots): detect magic, magic missile, shield, absorb elements, silvery barbs
2nd level (3 slots): rimes binding ice, detect thoughts, invisibility, mirror image, tashas mind whip, misty step, vortex warp
3rd level (3 slots): fear, counterspell, dispel magic, bestow curse, hypnotic pattern
4th level (3 slots): black tentacles, dimension door, polymorph
5th level (3 slots): wall of force, bigby's hand, creation, destructive wave
6th level (2 slot): disintegrate, globe of invulnerability, otto's irresistible dance
7th level (2 slot): forcecage, plane shift
8th level (1 slot): feeblemind, power word stun
9th level (1 slot): power word kill, wish
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Reactive. The lich can use a reaction on every turn.
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.
Teleport. The arch lich magically teleports, along with any equipment it is wearing or carrying, up to 60ft to an unoccupied space it can see.
The arch 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 arch lich casts a cantrip.
Teleport (Costs 2 Actions) The lich teleports up to 120ft. to a place he can see.
Paralyzing Touch (Costs 2 Actions). The arch lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The arch 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 arch lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the arch 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.
Cast Spell (Costs 3 Actions). The arch lich casts a prepared spell, using spell slots as normal.
Description
The undead demigod Volguthe sacrificed everything to save those he loved....now he destroys everything he finds due to his own madness.
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 24 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the arch lich can take a lair action to cause one of the following magical effects; the arch lich can’t use the same effect two rounds in a row:
- The arch 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 arch lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the arch lich to the target. Whenever the arch lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the arch lich 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 arch lich or the target is no longer in the arch lich’s lair.
- The arch lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the arch lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Comments