Medium Undead, Any Evil Alignment
Armor Class 14 (natural armor)
Hit Points 123 (19d8 + 38)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
17 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +6, INT +7, WIS +6
Skills Arcana +6, History +6
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 80 ft., Passive Perception 17
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, ray of frost, eldritch blast

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

2nd level (3 slots): misty step, suggestion, acid arrow, detect thoughts, invisibility, mirror image

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

4th level (3 slots): greater invisibility, ice storm, blight, dimension door

5th level (1 slot): cone of cold, cloudkill, scrying

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

Actions

Paralyzing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 14 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.

Legendary Actions

The lich can take 2 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 lich casts a cantrip.

Paralyzing Touch (Costs 1 Action). 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 14 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 2 Actions). Each non-undead creature within 20 feet of the lich must make a DC 14 Constitution saving throw against this magic, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

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