Legendary Resistance (3/Day). If the archlich fails a saving throw, he can choose to succeed instead.
Rejuvenation. The archlich body turns to dust when he drops to 0 hit points, and his equipment is left behind. The archlich gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of archlich’s phylactery, the location of which is hidden.
Spellcasting. The archlich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). It can cast magic missile and invisibility at will. It can cast protection from energy and slow once each without expending a spell slot, but can’t do so again until he finishes a short or long rest. The archlich has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, ray of frost, shocking grasp
1st level (4 slots): chromatic orb, detect magic, shield, thunderwave
2nd level (3 slots): detect thoughts, knock, Melf's acid arrow, mirror image
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): blight, confusion, polymorph
5th level (3 slots): Bigby’s hand, cloudkill, wall of force
6th level (2 slots): chain lightning, disintegrate, globe of invulnerability
7th level (2 slots): finger of death, prismatic spray, teleport
8th level (1 slot): maze, mind blank
9th level (1 slot): power word kill, wish
Turn Resistance. The archlich has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 19 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.
Invoke Curse. the archlich targets one creature it can see within 30 feet of it. The target much succeed on a DC 19 Wisdom saving throw or be magically cursed and the archlich choose one of the following effects.
- Until the curse ends, the target has disadvantage on attack rolls and saving throws.
- Until the curse ends, the target gains vulnerability to a damage type of the archlich's choice
- Until the curse ends, the target is blinded and deafened
The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. Additionally Greater Restoration, remove curse or similar magic ends the curse on the target.
The archlich 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 archlich regains spent legendary actions at the start of his turn.
At-Will Spell. The archlich casts one of its cantrips or at-will spells.
Melee Attack. The archlich uses its Paralyzing Touch
Frightening Gaze (Costs 2 Actions). The archlish fixes his gaze on one creature he can see within 10 feet of him. 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 on it, the target is immune to Acererak's gaze for the next 24 hours.
Cast Spell (Costs 2 Actions). The archlich casts a 2nd or 3rd level that is has prepared.
Life Drain (Costs 3 Actions). Each creature within 20 feet of archlich must succeed a DC 19 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save and the archlich regains hit points equal to half the total damage dealt to all targets.
Lair and Lair Actions
A Lich’s Lair
An archlich often resides in the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some construct secret tombs filled with powerful guardians and traps.
Everything about the lair reflects the keen mind and wicked cunning of its occupant, 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 archlich’s.
An archlich encountered in its lair has a challenge rating of 24 (62,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the archlich can take a lair action to cause one of the following magical effects; the archlich can’t use the same effect two rounds in a row:
- The archlich 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 archlich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the archlich to the target. Whenever the archlich takes damage, the target must make a DC 19 Constitution saving throw. On a failed save, the archlich 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 archlich or the target is no longer in the archlich’s lair.
- The archlich targets any number of creatures it can see within 45 feet must make DC 19 Constitution saving throw, on a failed save the target cannot regain hit points until initiative count 20 on the next round or until the archlich or the target is no longer in the archlich’s lair.
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