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. Arkeshelon knows many spells that have been forgotten from time. He has 30 Spell Points, and regains 1d12 + 7 at the start of each of his turns. He may cast any of the following spells:
Known Spells: Prismatic Wall (9), Arms of Hadar (1+), Catapult (1+), Enemies Abound (3+), Finger of Death (7+), Delayed Blast Fireball (7+), Power Word Kill (9), Invulnerability (9), Mass Polymorph (9), Time Ravage (9), Chain Lightning (6+), Gravity Fissure (6+), Mental Prison (6), Minute Meteor (3+), Pulse Wave (3+), Lightning Bolt (3+), Bane (1+), Chaos Bolt (1+).
Arkeshelon may choose to cast the spell using a number of Spell Points equal to the number listed, up to 9. Alternatively, he may instead cast the spell and roll a d12, expending that many points and casting the spell at that level. Finally, Arkeshelon may concentrate on up to 3 spells, expending a number of Spell Points equal to one-half the number listed (Rounding up) every round.
Spell Save DC: 24
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Multiattack. Arkeshelon may make 3 Rapier Strikes, or he may Cast a Spell in place of a Rapier Strike.
Rapier Strike. Melee Weapon Attack. +17 to hit, Reach 5ft., 1 target. Damage: 29 (3d8 + 17) Piercing, plus 6d6 Necrotic and 6d6 Cold. In addition, the target must make a DC 20 Con save 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.
Hastened Reflexes. Arkeshelon may make 2 Reactions a round.
Parry. As a Reaction to being hit with a melee, Arkeshelon may roll a d4+7, increasing his AC against that attack by the result.
Corrupt Healing. (3/day) When a creature within 120ft of Arkeshelon is the target of a healing spell or an effect granting temporary hit points, he can either receive the effect instead or alter it to become necrotic damage.
Counterspell. Arkeshelon forces a spellcaster to make a DC 22 Save, using their spellcasting modifier, or their spell fails. if they fail the check by 10, the spell instead backfires, applying the effect to a creature of Arkeshelon's choice.
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.
Channel Negative Energy. Costs 2 Actions. Arkeshelon magically unleashes negative energy. Creatures within 60 feet of Arkeshelon, including ones behind barriers and around corners, can't regain hit points until the end of Arkeshelon's next turn. Attack. Arkeshelon makes a Rapier Attack.
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 20 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 20 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
When Arkeshelon is reduced to 0HP, He becomes Enraged. He regains all his Hit Points, and gains the following Changes:
Arkeshelon may no longer cast spells. Instead, he may attack 6 times with his rapier a round. His Rapier Attacks gain Advantage unless he is flanked.
Thunderous Teleport. Cost 2 Legendary Actions. Arkeshelon
teleports anywhere within 60ft. Any creatures within 15ft of the
space he previously occupied must may a DC 24 Con Save, taking
6d6 thunder damage on a failure.
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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