Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
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.
Spellcasting. The lich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (2 slot): disintegrate, globe of invulnerability
7th level (2 slot): finger of death, plane shift
8th level (2 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Immunity. The lich is immune against any effect that turns undead, due to them being more of a part of the arcane than undead.
Petrifying 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 petrified 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.
Spell Cast. The lich casts a spell
The lich can take 4 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.
Petrifying Touch (Costs 2 Actions). The lich uses its Petrifying Touch.
Consume 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. The Lich then heals for 1/2 of that da,age
Description
Like a normal lich that has gone even further beyond, similar to what the god Veccna wields, but not as strong. These Liches are a prime example of unchecked power, though they do tend to stray away from evil, though not all to often, they can become good, though most tend towards neutral. These beings are nearly one with the Arcane Weave, even some of their phylacteries are literally written/put on the weave itself. They tend to not die, if they do not for long, they are extremely rare so it is unheard of one permainitaly dieing, but legends say the second one in existence gave up on the material realm and let himself die permainitally making himself part of the weave. Though for the very first one is special story, for she was like Veccna but more Chaotically Neutral than Neutrally Evil. This Crowned Lich named Sarshuna (Sh-ar-oo-n-a), She also reached god hood, once she ascended she quickly made a name for herself amongst all high wizards and liches alike making them sti=rive more toward to become for in tune with the Arcane weave like how she was. An easy way for a lich to become a crowned lich is by beating a Crowned lich in a one on one duel, no hold backs, in which if the Crowned lich falls, then the lich consumes their soul and gains the Crowned abilities along with the crowned's phylactery, if the lich falls then the lich must become the Crowned's servant for eternity.
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, then it heals the lich for 1d12 hp, if at full hp then it gives 3d20 temp hit points
- The Lich calls upon his control of the arane weave, and temporarily (for 2 rounds) with a DC 16 INT or WIS saving throw, on a failed save the creatures being effected (any in their lair) lose their touch to the weave for 2 rounds, on a successful save they drop to 0 movement speed for 1 round
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