Magic Resistance. The lich has advantage on saving throws against spells and other magical effects.
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
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.
Poison Affinity. The lich can use its action to release a cloud of poison in a 15-foot radius centered on itself. The poison spreads around corners and remains for 1 minute. Any creature other than the lich that starts its turn in the area must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The area becomes lightly obscured due to the spores.
Blight Zombies (3/Day). The lich can use its action to summon 2d4 blight servants (statistics of a zombie, but with added poison damage on their slam attacks).
Spellcasting. The lich is an 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +8 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): druidcraft, poison spray, thorn whip
1st level (4 slots): entangle, fog cloud, cure wounds
2nd level (3 slots): barkskin, spike growth
3rd level (3 slots): plant growth, stinking cloud
4th level (2 slots): blight, giant insect
5th level (2 slots): cloudkill, scrying, contagion
Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6+5) necrotic damage. The target must succeed on a DC 15 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.
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