Large Undead, Neutral Evil
Armor Class 14 (Robe)
Hit Points 304 (25d12 + 154)
Speed 30 ft.
STR
21 (+5)
DEX
18 (+4)
CON
23 (+6)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws CON +14, INT +18, WIS +18
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances All
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Gear Robe, Orb for Pondering
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The lich can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 hours, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Polymorpher. The Archlich can cast true polymorph at will (spell save DC 15); any creature who has an ability to detect magic, good and evil, or has a passive perception higher than 16 knows the true form of the polymorphed creature, and that they have been polymorphed. A target that succeeds on the saving throw is immune to this polymorph spell for the next hour.

Innate Spellcasting. The lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The lich can innately cast the following spells, requiring no material components:

At will: detect thoughts, disguise self, mage hand, minor illusion, suggestion

3/day each: charm person, detect magic, invisibility, major imagedominate person

1/day each: dominate monster, fly, plane shift, true seeing

Spellcasting. The lich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (at will): detect magic, magic missile, shield, thunderwave

2nd level (at will): acid arrow, detect thoughts, invisibility, mirror image

3rd level (5 slots): animate dead, counterspell, dispel magic, fireball

4th level (4 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (3 slots): disintegrate, globe of invulnerability

7th level (2 slots): finger of death, plane shift

8th level (2 slots): dominate monster, power word stun

9th level (2 slots): power word kill

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Channel Negative Energy. The archlich magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points.

Actions

Multiattack. The archlich takes an action below and casts a spell

Life Draining Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Dreadful Glare. The archlich targets one creature it can see within 60 feet of it. If the target can see the lich, it must succeed on a DC 20 Wisdom saving throw against this magic or become frightened until the end of the lich's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to this Dreadful Glare for the next 4 hours.

Create Wraith. The lich targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The specter is under the lich's control. The lich can have no more than seven wraiths under its control at one time.

Blasphemous Word. The lich shouts a blasphemous word. Each non-undead creature within 20 feet of the lich that can hear the magical utterance must succeed on a DC 20 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

Spectral Form. The archlich magically transforms into an ethereal form, moves up to 60 feet, including through walls and obstructions, and reverts to its normal form. While in ethereal form, the lich is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. If the lich passes through a creature, that creature becomes cursed. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Equipment worn or carried by the lich remain in its possession.

Weird Insight. The lich targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the lich’s Wisdom (Insight) check. If the lich wins, it magically learns one fact or secret about the target. 

Legendary Actions

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.

Spell. The lich casts a spell.

Multiattack (Costs 2 Actions). The lich uses its Multiattack.

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.

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 27 (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, 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 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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