Rejuvenation. If it has a phylactery, a destroyed lich gains anew body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Paralyzing Aura. A creature that hits the lich with a melee attack must succeed on a DC 20 Constitution saving throw or be Paralyzed until the and of the lich's next turn, or until the creature takes any damage.
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Wilting Ray. Ranged Spell Attack: +12 to hit, reach 60, ft., one creature. Hit: 18 (4d8) necrotic damage.
Freezing Claw. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (6d6) cold damage.
Fireball (3rd Level Spell). An explosion of arcane flame erupts in a 20 foot radius centered on a point within 120 feet that the lich can see. Each creature in the area
must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) fire damage, or half as much on a success.
Dimension Door (4th Level Spell). The lich and one willing creature within 5 feet teleport up to 500 feet.
Immolation (5th level Spell, Concentration). One creature the lich can see within 90 feet must succeed on a DC 20 Dexterity saving throw or take 30 (7d6 + 5) fire damage and catch fire, or take half as much damage on a success.
A burning creature repeats this saving throw at the end of each of its turns, taking 10 (3d6) fire damage on a failure, or ending the effect on a success.
Finger of Death (Recharge 5-6, 7th Level Spell). The lich extends its finger toward a creature it can see within 60 feet and the creature is engulfed in a sickly green light. The target must succeed on a DC 20 Constitution saving throw or take 62 (7d8 + 30) necrotic damage, or half as much on a success. A creature killed by this damage rises at the beginning of the lich's next turn as a zombie under the lich's control.
Disintegrate (1/Day, 6th Level Spell). One creature within 60 feet that the lich can see must succeed on a DC 20 Dexterity saving throw or take 80 (10d6 + 45) force damage, or half damage on a success. If this damage reduces a creature to 0 HP, they are disintegrated.
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Shield (1st Level Spell). As a reaction to being targeted with an attack, the Lich may add 5 to its AC until the beginning of its next turn.
Counterspell (3rd Level Spell). As a reaction to seeing a creature cast a spell within 60 feet, the lich may make an Intelligence check with DC equal to 10 plus the spell's level, negating the spell on a success. If the spell is 3rd level or below, the lich succeeds automatically.
Murderous Glare (1/Day, 9th Level Spell) As a reaction to a creature reducing it below 51 hit points, the lich unleashes a torrent of negative energy at it. If the creature has fewer than 100 HP, it dies.
The lich can take 3 legendary actions, choosing from the options below.
Wilting Ray. The lich uses its Wilting ray
Freezing Claw. The lich uses its freezing claw.
Shadow Walk. The Lich teleports 30 feet to a location it can see.
Drain Magic (Costs 2 Actions) The lich ends a spell of 3rd level or below affecting a target it can see within 60 feet.
Description
ARCANE LICH LORE
Arcana DC 15: Arcane liches are often capable of killing with a single dread word, are resilient to nearly all forms of attack aside from magics of divine light, and can paralyze
their foes with a mere touch, making them among the most feared of all undead.
Arcana DC 20: As part of the ritual by which they enter undeath, arcane liches secure their essence within a phylactery, a small rune-inscribed vessel. So long as the phylactery remains intact and well-fed with stolen souls, a destroyed lich will always return to undeath.
Religion DC 20: Arcane liches most frequently were wizards in life, aided in their quest for lichdom by greater powers of undeath such as Orcus or Vecna in exchange for some great service or sacrifice.
ARCANE LICH TACTICS
Arcana Liches use their Finger of Death whenever available, preferentially targeting any creature that deals radiant damage or unconscious creatures that have already taken
damage. Early in a fight they cast Fireball each turn, switching to Immolation once enemies are softened up so the lingering damage will trigger failed death saves. They save their disintegrate for the first creature to be healed while unconscious, afterwards using their Counterspell against any healing.
They typically use Shield only against a paladin's attacks or those empowered by Holy Weapon, otherwise saving their reaction for Counterspell. If a creature fails its save against the lich's paralyzing aura, it uses its last legendary action just before its turn for a Freezing Claw attack.
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