Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 2d10 hours, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. When the phylactery is destroyed the lich and all the undead the lich controls are destroyed.
Connection to Death. The lich may cast animate dead as a cantrip.
Undead Vigor. At the beginning of the lich's turn he may choose to regenerate all hit points, completely regenerating his body and becoming invulnerable for twelve seconds. In this state he may not perform any actions.
Undead Weakness. Fire and radiant damage are doubled. The lich may not use its' undead vigor if it recently took radiant damage or is on fire. If the lich took fire damage roll a dc 16 check to see if it is burning. At the beginning of each turn the lich is on fire it takes 3d10 damage and rolls a dc 10 saving throw to put the flames out.
Spellcasting. The lich is an 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, animate dead
1st level (3 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (2 slots): blight, dimension door
5th level (1 slots): cloudkill, scrying
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Chilling Grasp. Melee Spell Attack: +8 to hit, Melee 5ft., one creature. Hit (1d6+4) cold damage. Creature rolls a DC 14 Constitution saving throw. On a fail the creatures movement its reduced by half for 1d4 turns.
Zombification Curse. Ranged Spell Attack: +6 to hit, Range 60 ft., one creature. Hit (1d8+5) necrotic damage. The target must succeed on a dc 12 Constitution saving throw. Target takes half damage on a save. If the target died from this attack and failed the save they immediately come back to life as a zombie under the lich's control.
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.
Chilling Grasp (Costs 2 Actions). The lich uses its Chilling Grasp.
Zombification Curse (Costs 2 Actions). The lich uses its Zombification Curse.
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.
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 d6 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 28(8d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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