| 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.
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Posted Jan 2, 2026Bloblygloby googble
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Posted Feb 25, 2026Damn, looks like someone's been hitting the gym since 2014.
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Posted Apr 8, 2026I wouldn't say it has "unlimited" Shied casts. Yes, it can do it for free, but only as a Reaction, which means once between turns. It also means that if it uses Sheild, it foregoes the ability to Counterspell, which could be quite the tradeoff.
When I run this mob I'm very thoughtful about which defensive Reaction to use based on what the Lich feels it needs to defend against. If it's out of Legendary Actions and is getting swarmed by melee, use Shield. If it still has uses of Deathly Teleport, I tend to lean toward Counterspell (depending on the party's capabilities/composition, of course).
Also, instead of just giving it the Fly spell, which would limit the ability to use other Concentration spells, I love the idea of giving my Liches Wings of Flying capes (rare, Dungeon Master’s Guide, pg. 324), which is yet another strategy to stay out of melee range, potentially allowing more defensive uses of Counterspell over needing to use Shield, as long as the party doesn't have some amazing ranged weapon attacks. I feel a Lich would definitely have the resources to acquire a rare magic item.
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Posted Apr 15, 2026Alr just to be the devil's advocate here, if we're talking about Legendary Actions and CR, friendly reminder that Unicorns, a CR 5 monster, have Legendary Actions
I agree with what TheOtherRyan is saying tho, CR is meant to be used as a way to measure the level of a party that can fight said monster, not how that monster does against other monsters.