Medium Undead (Cleric, Elf), Typically Neutral Good
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
17 (+3)
WIS
21 (+5)
CHA
16 (+3)
Saving Throws DEX +4, CON +6, INT +7
Skills Arcana +7, History +11, Insight +9, Perception +9, Religion +7
Damage Vulnerabilities Necrotic
Damage Immunities Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Celestial, Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The lich has advantage on saving throws against spells and other magical effects.

Unusual Nature. The lich doesn’t require air, food, drink, or sleep. Magic can’t put it to sleep.

Actions

Multiattack. The lich makes two Radiant Strike attacks.

Radiant Strike. Melee or Ranged Spell Attack: +9 to hit (the target gains no benefit from less than total cover), reach 5 ft. or range 60 ft., one target. Hit: 15 (3d6 + 5) radiant damage.

Healing Touch (3/Day). The lich touches another creature. The target magically regains 18 (3d8 + 5) hit points and is freed from one curse afflicting it (lich’s choice).

Holy Fire (3/Day). The lich chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 17 (5d6) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting. The Lich casts one of the following spells as an action, ignoring the normal casting time, and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):

at will: guidance, mending, spare the dying, thaumaturgy

1/day each: bless, command, create or destroy water, augury, calm emotions, hold person, daylight, dispel magic, banishment, divination, dispel evil and good, scrying

Legendary Actions

The lich can take 2 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.

Attack. The lich makes one attack with its Radiant Strike.

Shimmering Aura (Costs 2 Actions). Until the end of the lich’s next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a DC 17 Constitution saving throw or be blinded until the end of the lich’s next turn. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled.

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2022 12:57:58 PM
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9/12/2022 1:44:50 PM
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11/16/2022 10:10:07 PM
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Bruce_K_Logan

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