Medium Undead, Any Evil Alignment
Armor Class 30 (natural armor)
Hit Points 270 (26d8 + 108)
Speed 60 ft.
STR
16 (+3)
DEX
21 (+5)
CON
21 (+5)
INT
30 (+10)
WIS
19 (+4)
CHA
21 (+5)
Saving Throws CON +14, INT +19, WIS +13, CHA +14
Damage Resistances All
Damage Immunities Cold, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If the lich fails a saving throw or ability check, it can choose to succeed instead.

Lucky (5/Day). Whenever the lich makes an attack roll, saving throw, or ability check, it can choose to reroll the dice.

Spellcasting. The lich is a 30th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 29, +22 to hit with spell attacks). The lich has the following spells prepared:

Cantrips (at will): mage hand, toll the dead, ray of frost, [spell]chill touch[spell]

1st level (at will): detect magic, magic missile, shield, thunderwave, silvery barbs

2nd level (at will): invisibility, mirror image, vortex warp

3rd level (at will): animate dead, counterspell, dispel magic, fireball, thunder step

4th level (at will): blight, dimension door

5th level (at will): cloudkill, scrying, arcane hand

6th level (at will): disintegrate, globe of invulnerability

7th level (4 slots): finger of death, plane shift, [Tooltip Not Found]

8th level (4 slots): dominate monster, power word stun, feeblemind

9th level (3 slots): meteor swarm, prismatic wall, time stopmordenkainen's disjunction

10th level (2 slots): scroll of the comet, dracolich strike, summon tiamat

Turn Immunity. The lich has advantage on saving throws against any effect that turns undead.

Irresistable Resistance. Nothing can bypass the lich’s resistances.

Magical Resistance. The lich has advantage in saving throws against magic.

Archlich. The lich can concentrate on three spells at once. He has advantage in constitution (concentration) saving throws.

Actions

Paralyzing Touch. Melee Spell Attack: +22 to hit, reach 5 ft., one creature. Hit: 20 (6d6) cold damage. The target must succeed on a DC 29 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.

Death Touch (Recharge 4-6). Melee Spell Attack: +22 to hit, reach 10 ft., one creature. Hit: the target must succeed on a DC 24 Constitution saving throw or drop to 1 hit point. 

 
Bonus Actions

Vile Teleport. The lich teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space within his lair. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. The lich gains invulnerability to all damage against any creature that takes this damage.

Legendary Actions

The lich can take 5 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 can cast one of its at-will spells.

Disrupt Life. Each non-undead creature within 20 feet of the lich must make a DC 29 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Paralyzing 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 29 Wisdom saving throw against this magic or become paralyzed 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.

Vile Step (Costs 2 Actions). The lich teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space within his lair. He can cause each creature of his choice within 5 feet of his destination space to take 10 (3d6) psychic damage. The lich gains invulnerability to all damage against any creature that takes this damage.

Spell. The lich casts a spell, costing legendary actions equal to half the spell level (rounded down).

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 45.

Lair Actions

On initiative count 25 and 15 (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 lich rolls a d4+6 and regains spell slots equal to that level or lower. It also regains 1 legendary resistance.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, he can choose for the target to make a DC 29 Constitution saving throw. On a failed save, the target instead half the damage, whereas the lich heals for the other half. This tether lasts for one round or until the target makes two successful saves.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 29 Constitution saving throw, taking 74 (21d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • The lich imbues a corpse with a foul mimicry of life. One dead creature within its lair rises with half its hit points, under the effects of dominate monster. If a creature is unwilling, it must succeed on a DC 29 Charisma saving throw at the end of its turn, dying on a success. Alternatively, the lich can summon 2 greater zombies. Whenever the lich takes damage, the lich can choose to take a fourth of the damage (rounded down), and have one creature summoned in this way take the remaining damage.
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