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 an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The lich has the following Cleric spells prepared:
Cantrips (at will): spare the dying, thaumaturgy, sacred flame, resistance, guidance
1st level (4 slots): detect magic, guiding bolt, shield of faith, bane
2nd level (3 slots): spiritual weapon, hold person, blindness/deafness, lesser restoration
3rd level (3 slots): animate dead, magic circle, dispel magic, spirit guardians
4th level (3 slots): banishment, guardian of faith
5th level (3 slots): greater restoration, scrying
6th level (1 slot): harm, create undead
7th level (1 slot): divine word, plane shift
8th level (1 slot): antimagic field, earthquake
9th level (1 slot): astral projection
Turn Immunity. The lich is immune to any effect that turns undead.
Touch of Death. Once per day, when the Lich hits a creature with a melee attack, the Lich can deal 47 points of extra necrotic damage to the target.
Innescapable Destruction. Necrotic damage dealt by the Lich ignores resistance to necrotic damage.
Divine Strike. the Lich's attacks deal an extra 2d8 necrotic damage (included in the attacks).
Unarmed Strike. Melee Weapon Attack: +10 to hit Hit: 8 (1d10+3) bludgeoning damage plus 9 (2d8) necrotic 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.
Unarmed Strike. The lich performs one unarmed strike
Frightening 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 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 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 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.
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 22 (41,000 XP).
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 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 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, the target must make a DC 18 Constitution saving throw. On a failed save, the 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 lich or the target is no longer in the lich’s lair.
- 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 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.
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