Medium Undead, Lawful Evil
Armor Class 18 (mage armour)
Hit Points 250 (20d8 + 60)
Speed 30 ft., Fly 60 ft. hover
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
22 (+6)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws CON +9, INT +12, WIS +10
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
  • Legendary Resistance: Archonius can choose to succeed on a failed saving throw 3 times per day.
  • Spellcasting Mastery: Archonius can add his Intelligence modifier (+6) to the saving throw DC of his spells.
  • Undead Fortitude: When Archonius is reduced to 0 hit points, he must make a Constitution saving throw (DC 5 + the damage taken). On a success, he drops to 1 hit point instead.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The lich has the following wizard spells prepared:

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

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

2nd level (3 slots): Darkness, Ray of Enfeeblement, mirror image

3rd level (3 slots): Vampiric Touch, counterspell, fireball

4th level (3 slots): blight, Greater Invisibility, Ice Storm

5th level (3 slots): cloudkill, Dominate Person, Cone of Cold

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

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

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

9th level (1 slot): power word kill, Meteor Swarm

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold 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.

Legendary Actions

Archonius can take 3 legendary actions at the end of another creature's turn. He regains spent legendary actions at the start of his turn. He can use the following legendary actions:

Cast a Spell (Costs 2 Actions): Archonius casts a spell of 1st to 3rd level.

Paralyzing Touch (Costs 2 Actions): Archonius uses his Paralyzing Touch ability.

Frightening Gaze (Costs 3 Actions): Each creature of Archonius' choice within 30 feet must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Description

Archonius is an ancient lich who has mastered necromantic arts and seeks ultimate power and immortality. He is draped in tattered, black robes that seem to swirl with shadows. His skeletal face is etched with symbols of dark magic, and his eyes glow with malevolence.

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.
gavjustice

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