Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Arachnobot Limbs. The lich has a series of spider legs that allow it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Compartmentalized Brain. The lich can concentrate on 2 spells at once.
Destroyable Parts. The lich has multiple spells that are cast only by magitech through it's body. The stats are as follows:
- Legs (AC 22, 50 HP), when the HP is reduced to 0, the lich cannot cast haste, and its movement speed is reduced by half.
- Chest (AC 20, 75 HP) The lich cannot use its Photonic Blast attack
- Back (AC 20, 75 HP) The lich immediately releases poison gas except it's with a radius of 40 feet.
Devil Sight. The Lich can see through magical darkness.
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.
Turn Immunity. The lich is immune to the effects that turn undead.
Magitech Core (25 charges). The lich is able to spend charges for the following effects
- Empowered Spell (1 charge/dice). When casting a damage dealing spell, the lich can spend any number of charges to reroll than many damage dice.
- Subtle (1 charge). The lich casts without any somatic or verbal components.
- Twin (Equal to the spell level). When casting a spell that targets only one creature and doesn’t have a range of self, and can target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
- Transmuted (1 charge). When casting a spell that deals a type of damage from the following list, change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder
Multiattack. The lich can use it's bite attack and it's choice of either Photonic Blast, Poison Gas, or cast a spell.
Paralyzing Touch. Melee Spell Attack: +12; to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.
Bite. Melee Weapon Attack: +X, reach 15 ft., one creature. Hit: 6 (2d6) piercing, plus an additional 17 (3d10) necrotic damage. The targets maximum hit point total is reduced by the amount of necrotic damage dealt, and the lich heals hit points equal to the necrotic damage dealt. The next attack the lich makes is made with advantage.
Frost Eye. Ranged Weapon Attack: +X, 60 ft., one creature. Hit: 39 (6d12) frost damage. The target must make a DC X Constitution save or become frozen in place for 1 minute. At the start of the targets turns, they may re-attempt the Constitution save. On a success they are no longer frozen.
Photonic Blast. The lich launches a blasting beam of radiant energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC X Dexterity saving throw taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.
Poison Gas. Each creature within 20 feet of it must succeed on a DC X Constitution saving throw or take 10 (13d6) poison damage and become poisoned. The poison stays in the area for 3 rounds.
Creatures that either start or end their turn in the poison must make a DC X constitution saving throw. On a failed save the creature gains a level of exhaustion.
Innate Spellcasting (arcone). The lich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.
At will: detect thoughts, levitate, fireball
1/day each: dominate monster, power word kill, power word stun
3/day each: disintegrate, globe of invulnerability, Greater Invisibility, haste, chain lightning, Wall of Stone
5/day each: counterspell
Shoulder Canon (5/day). Ranged Weapon Attack: +X to hit, reach 120 ft. Hit: 22 (4d10) force damage. On a hit, the creature is bulled 20 feet towards the lich.
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 lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). 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 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 lich’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich 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 Lich’s Lair
A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.
Everything about a lich’s lair reflects its keen mind and wicked cunning, 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 lich’s work.
A lich encountered in its lair has a challenge rating of 22 (41,000 XP).
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 lich can’t use the same effect two rounds in a row:
- The lich 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 lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich 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 lich or the target is no longer in the lich’s lair.
- The lich 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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