Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Astorak has the following wizard spells prepared:
Cantrips (at will): mage hand, toll the dead, ray of frost
1st level (4 slots): detect magic, magic missile, shield, inflict wounds
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, speak with dead, fireball
4th level (3 slots): blight, antilife shell
5th level (3 slots): enervation, danse macabre
6th level (1 slot): create undead, freezing sphere
7th level (1 slot): finger of death, symbol
8th level (1 slot): dominate monster, abi-dalzim's horrid wilting
9th level (1 slot): imprisonment
Turn Resistance. Astorak has advantage on saving throws against any effect that turns undead.
Ray of Frost. Spell Attack: +10 to hit, range 60 ft., one creature. Hit: A frigid beam of blue-white light streaks toward a creature within range. On a hit, it takes 4d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Toll the Dead. Spell Attack: +10 to hit, range 60 ft., one creature. Hit: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 4d8 necrotic damage. If the target is missing any of its hit points, it instead takes 4d12 necrotic damage.
Hand of Death. Melee Attack: +9 to hit, reach 5 ft., one creature. Hit: Target must succeed on a DC 15 Constitution saving throw. If successful they take (3d6) necrotic damage, on a failure they are reduced to (2d4) HP
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.
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