Mod | Save | ||
---|---|---|---|
STR | 11 | +0 | +0 |
DEX | 16 | +3 | +10 |
CON | 16 | +3 | +10 |
Mod | Save | ||
---|---|---|---|
INT | 21 | +5 | +12 |
WIS | 14 | +2 | +9 |
CHA | 16 | +3 | +3 |
Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead.
Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich’s lair.
Multiattack. The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich’s next turn.
Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation
2/Day Each: Animate Dead, Dimension Door, Plane Shift
1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying
Protective Magic. The lich casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.
Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.
Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can’t take this action again until the start of its next turn.
Frightening Gaze. The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can’t take this action again until the start of its next turn.
Caus it says it use the normal trigger of counterspell and shield. So, if you use subtle spell, he technically cant react.
You're making several assumptions here. First, you assume that when fighting a lich a player will withhold counterspell for impactful moments. You cannot impute your expectations to every party (any DM knows this well), but even if you are correct, this point fails. If the players use counterspell only when something deadly will happen, then there is no issue. The players attempted to use counterspell to stop something deadly rather than something less dangerous. That would be a proper use for counterspell. However, a player may very well attempt to counterspell anything the lich does, especially if the DM doesn't telegraph the nature of the spell. In that case, you would simply be wrong. Second, you assume that the lich will not expend all of its legendary resistances based on your own anecdotal experience. No generalizations can be made from personal experiences. Third, you assume that [a barbarian] will constantly be Paralyzed by the Lich and that [a wizard] will be denied the use of their Spellcasting. Both of these assumptions require that the aforementioned players fail their saving throws against the lich's abilities and that the lich uses a prescribed series of abilities. You are mistaking a difficulty encounter for an unfair or unbalanced encounter. Do not go down a rabbit hole of "what ifs" and concluded based on those imaginary scenarios that a general stat block is flawed.
Your preference for immunity to non-magical bludgeoning, piercing, and slashing damage likewise has no bearing on what a general stat block should contain. Players that are prepared to fight a lich will likely have access to magical damage, making the lich's previous immunities superfluous. This has been demonstrated again and again through playtesting—DMs rarely present their players with challenges beyond their ability to combat. Plus, I'll inquire on behalf of your concern for [a barbarian]: who's most likely to be unable to deal magical damage to a lich? Immunities and resistances are abstractions of durability. It is more efficient to condense the benefits of those immunities and resistances into Hit Points when thematically appropriate. Here, the lich's Hit Points are higher to account for the lost benefits of those immunities. So, you will find that the Lich's overall difficulty has not substantially changed.
Lots to unpack here. First of all, the Lich's damage output is close to 150 with legendary actions depending on what option you take, and the archmage is 108. So that whole point is moot. Secondly, the Lich never did have Magic Resistance. Go back and read the 2014 stat block. Thirdly, the CR represents the challenge to the party, not a hypothetical fight between a lich and archmage. Which the lich would win anyway, because you forgot it deals 100 damage in a turn, can Counterspell the Archmage, and then Power Word Kill. Archmage is dead in 2 rounds easily. But that is neither here nor there as that's not what CR represents.
As for being more scared of the Archmage with LR, again, they don't have that - that is something you just made up, so that's moot. Btw it literally did not lose damage output, it gained significant damage output in 2024, as well as HP.
hmmm, no longer resistant or immune to non-magical attacks.
It will forever be "phylactery". Spirit Jar can go take a dump.
Are they going to bring back the alternate names for Demons and Devils then? If they're being consistent they should.
Something I forgot to point out the relevance of before is the underrated benefit of the inevitable siphon regional effect. If you're fighting a lich, a common big bad, at the appropriate level, it's probably gotten to a point where the players are unlikely to ever die naturally unless their soul is destroyed since they should all have clones and several options for resurrection in high level play.
The lich tells those high level players who believe they are invincible and can simply keep coming back "Sorry, but I'm actually gonna be draining your soul and unless you're willing to risk never being able to use wish again or forking over 25,000 gold, you're just gone forever now."