Medium Undead (Elf), Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., Fly 60 ft. (hover)
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Immunities Cold, Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 240 ft., Passive Perception 19
Languages All, Telepathy 240 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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 Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, chill touch, ray of frost, sacred flame

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

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

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

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

5th level (3 slots): cloudkill, bigby's hand, negative energy flood

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

7th level (1 slot): power word pain, plane shift

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

9th level (1 slot): psychic scream

Turn Immunity The lich is immune to effects that turn undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) radiant damage. The target must succeed on a DC 18 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.

Bonus Actions

Starlight Step. (7/day) As a bonus action, the lich can magically teleport up to 30 ft to an unoccupied space that it can see.

Summon Solar Dragon (1/Day). The lich has a 80 percent chance of magically summoning a young solar dragon. [see Boo's Astral Menagerie] A summoned dragon appears in an unoccupied space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

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.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

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.

Call Of The Sun. (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) radiant damage on a failed save, or half as much damage on a successful one.

Description

MY BBEG :)

Lair and Lair Actions

A Astral Lich's Lair.

A astral elf lich typically inhabits wildspace or the astral plane, and are typically less reclusive then normal liches.

A lich encountered in its lair has a challenge rating of 23 (50000)

 

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) radiant damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Habitat: Urban

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