| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 16 | +3 | +6 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 21 | +5 | +8 |
| WIS | 14 | +2 | +5 |
| CHA | 16 | +3 | +3 |
Legendary Resistance (1/Day, or 2/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 one attack, using Eldritch Burst or Paralyzing.
Eldritch Burst. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 120 ft. Hit: 9 (1d12 + 3) Force damage.
Paralyzing Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) 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 14):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 3version), Invisibility, Lightning Bolt (level 3 version), Mage Hand, Prestidigitation
2/Day Each: Animate Dead, Dimension Door, Plane Shift
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: 1 (2 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 30 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 5 (1d10) Necrotic damage.
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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