Medium Undead, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws CON +7, INT +9, WIS +8
Skills Arcana +14, History +9, Perception +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 18
Languages Common plus up to five other languages
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Arcane Dismantlement. Whenever the lich successfully dispels or counters a spell with dispel magic, counterspell, or a similar spell, it can make an Intelligence (Arcana) check against a DC equal to the spell's level + the spell save DC of the spell's caster. On a success, the lich recovers an expended spell slot equal to, or less than, the dispelled spell's level.

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 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, prestidigitation

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

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

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

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

5th level (2 slots): cone of cold, scrying

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

7th level (1 slot): plane shift

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

Actions

Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 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.

Trowbridge92

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