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 32, +24 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, hold person
3rd level (at will): animate dead, counterspell, dispel magic, fireball, thunder step
4th level (5 slots): blight, dimension door
5th level (5 slots): cloudkill, scrying, arcane hand
6th level (5 slots): disintegrate, globe of invulnerability
7th level (4 slots): finger of death, simulacrum, [Tooltip Not Found]
8th level (4 slots): dominate monster, power word stun, feeblemind, mind blank
9th level (3 slots): meteor swarm, prismatic wall, time stop, true polymorph, mordenkainen's disjunction
10th level (2 slots): scroll of the comet, dracolich strike, summon tiamat
Turn Immunity. The lich has immunity against any effect that turns undead.
Irresistible Resistance. The lich takes a quarter of the damage that he is resistant to. If something bypasses his resistances, he takes half instead.
Archlich. The lich has the following abilities:
- It can concentrate on any number of spells at once.
- It has advantage in constitution (concentration) saving throws.
- Any spells the it casts are treated as if they were cast using a 10th level spell slot.
- When a hostile creature's movement provokes an opportunity attack from it, it can use its reaction to cast a spell at the creature, rather than making an opportunity attack.
- The lich can use any metamagic feature at will.
Special Equipment. The lich is attuned to Robes of the Archmagi, Rod of Absoption, and Arcane Grimoire (+3).
Paralyzing Touch. Melee Spell Attack: +24 to hit, reach 5 ft., one creature. Hit: 20 (6d6) cold damage. The target must succeed on a DC 32 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: +24 to hit, reach 10 ft., one creature. Hit: If the target has 50 or fewer hitpoints, it dies. Otherwise, the target must succeed on a DC 27 Constitution saving throw or drop to 1 hit point. If the target has 50 or fewer hitpoints, it dies.
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 psychic damage. The lich gains invulnerability to all damage against any creature that takes this damage.
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.
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 32 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 30 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 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's lair is also shrouded in special darkness. Even truesight cannot completely see through the shadows.
A lich encountered in its lair has a challenge rating of 50.
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:
- Regenerate. The lich rolls a d12+6 and regains spell slots equal to that level or lower. It also regains 1 legendary resistance and 3 legendary actions.
- Divert. The lich targets one creature it can see within 60 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 32 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.
- Attack. 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 32 Constitution saving throw, taking 74 (21d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
- Summon. 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 32 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 no damage, and have one creature summoned in this way take the damage.
On initiative count 20 (losing initiative ties), 2 death knights, 2 mummy lords, 3 vampires, and 100 hundred zombies rise from the dead somewhere within the lair. Creatures summoned in this way have half their hit point total and do not have legendary actions nor lair actions.
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