Medium Undead, Typically Neutral Evil
Armor Class 25 (natural armor)
Hit Points 600 (22d8 + 330)
Speed 30 ft., Fly 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
30 (+10)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws INT +16, WIS +11
Skills Arcana +14, Perception +7
Damage Resistances Necrotic; All damage but Force, Radiant, and Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft., Passive Perception 17
Languages Common, Deep Speech, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far Realm. In 2d4 days, the parasite causes the lich to reappear within 1d4 miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories.

Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to succeed instead.

Unusual Nature. The lich doesn’t need air, food, drink, or sleep.

Actions

Multiattack. The lich makes one Parasitic Tentacle attack or uses Spellcasting. The lich also uses Psychic Whisper twice.

Parasitic Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 25 (6d6 + 4) piercing damage plus 25 (6d6 + 4) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned. The poisoned target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The third time the target fails the save, the target dies and dissolves into a gibbering mouther that obeys the lich and uses the target’s initiative.

Psychic Whisper. The lich targets one creature it can see within 120 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned until the end of the lich’s next turn as incomprehensible whispers fill the target’s mind.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

 

Cantrips (at will): mage hand, prestidigitation, ray of frost

 

1st level (4 slots): detect magic, magic missile, shield, thunderwave

 

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

 

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

 

4th level (3 slots): blight, dimension door

 

5th level (3 slots): cloudkill, scrying

 

6th level (1 slot): disintegrate, globe of invulnerability

 

7th level (1 slot): finger of death, plane shift

 

8th level (1 slot): dominate monster, power word stun

 

9th level (1 slot): power word kill

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain gaining targets spells and abilities once it has eaten the creatures brain .

Bonus Actions

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 24 intelligence 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 the lich can do this once per turn as bonus action.

Mass reanimation the lich can reanimate any corpse in its area once per turn this effect can only be used once per corpse during one session of combat.

Reactions

Far Realm Step. Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.

shellocitymaxis

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