Legendary Resistance (3/Day). If the Child Lich fails a saving throw, it can choose to succeed instead.
Spellcasting. The Child Lich is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). The Child Lich has following wizard spells prepared:
Cantrips (at will): Prestidigitation, Ray of Frost, Thunderclap
1st level (4 slots): Magic Missile, Shield, Thunderwave, Ice Knife
2nd level (3 slots): Acid Arrow, Invisibility, Hold Person, Scorching Ray
3rd level (3 slots): Counterspell, Fireball, Dispel Magic, Lightning Bolt
4th level (1 slots): Blight, Ice Storm
Turn Resistance. The Child Lich has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (2d6) 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.
The Child 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 Child 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.
Disrupt Life (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) necrotic damage on a failed save, or half as much damage on a successful one.
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