Legendary Resistance (3/Day). If the lichking fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lichking 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 lichking is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lichking has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. The lichking has advantage on saving throws against any effect that turns undead.
Action Surge:The lichking can perform two actions.
Death Lance: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d20 + 6) piercing damage plus 4 (1d8) force damage.
The 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 lich regains spent legendary actions at the start of its turn.
Cantrip. The lichking casts a cantrip.
Death Lance (Costs 2 Actions). The lichking uses its Death Lance
Frightening Gaze (Costs 2 Actions). The lichking 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 lichking’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lichking 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.
Lair and Lair Actions
A Lichking’s Lair
Alexander is the master of his keep, lord to the undead legions that prowl the lichdom, enforcers of his rule on the dead continent of Vecbia.
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 lichking can’t use the same effect two rounds in a row:
- The lichking 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.
- If a creature has died on the round this action was used, then it is risen with half of it's maximum hit points, becoming undead and falling under the lichking's command. This can only be reverted with a Greater Restoration, or the defeat of the lich.
- The lichking 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.
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