Medium Undead, Any Evil Alignment
AC 17 (natural armor)    Initiative +8 (18)
HP 170 (20d8 + 80)
Speed 0 ft., Fly 30 ft. (hover)
Mod Save
STR 14 +2 +2
DEX 16 +3 +3
CON 18 +4 +9
Mod Save
INT 18 +4 +4
WIS 16 +3 +8
CHA 20 +5 +10
Skills Insight +7, Perception +7, Religion +11
Resistances Cold, Necrotic, Psychic
Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft.; Passive Perception 17
Languages Celestial, Common, Telepathy 120 ft
CR 15 (XP 13,000; PB +5)
Traits

Alien Mind. The Astral Lich is immune to any effect that would read its thoughts, determine its alignment, or force emotion (calm emotions, fear spells, etc.).

Starlit Regeneration. The lich regains 10 hit points at the start of its turn if it has at least 1 hit point and is under open sky, starlight, or any effect counting as dim radiant illumination.

Legendary Resistance (3/Day, or 4/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead.

Unusual Nature. The lich doesn’t need air, food, drink, or sleep.

Actions

Multiattack. The lich makes three Starfire Bolt attacks.

Starfire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage plus 7 (2d6) radiant damage.

Cosmic Grip (Recharge 5–6). 60-ft cone. Each creature must make a DC 18 Wis save or take 27 (6d8) psychic damage and be restrained by gravitational tendrils for 1 minute. A creature can repeat the save at the end of each of its turns.

Stellar Pulse (Recharge 4–6). The lich releases a burst of expanding cosmic force. All creatures within 20 ft. make a DC 17 Dex save or take 22 (5d8) radiant damage and be blinded until the end of their next turn. Success: half damage, no blindness.

Spellcasting. The lich casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18):

At will: detect magic, mage hand, prestidigitation

2/day each: dispel magic, hunger of Hadar, lightning bolt

1/day each: finger of death, teleport

Bonus Actions

Astral Step (3/day). The lich teleports up to 60 ft. to a space it can see, leaving a swirl of nebula dust. Until the start of its next turn, it gains +2 AC.

Reactions

Event Horizon. When a creature moves adjacent to the lich, it can force them to make a DC 17 Strength save or be pushed 10 ft. away and take 10 (3d6) force damage.

Legendary Actions

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.

Starfire Chill. Constitution saving throw: DC 18, one creature within 30 feet. Failure: 7 (2d6) fire and 7 (2d6) cold damage.

Frayed Reality. Intelligence saving throw: DC 18, each creature in a 20-foot Emanation originating from the lich. Failure: 9 (2d8) psychic damage.

Description

The Astral Lich is not born of a traditional pact with fiends or dark gods, but from a terrifying communion with absolute cosmic failure. When a powerful deity is slain or simply fades from existence, the universe is left with a wound—a colossal, inert metaphysical shell known as a God Husk or Cosmic Corpse adrift in the silent oceans of the Ethereal and Astral Planes.

The aspirant spellcaster travels to this desolate, divine graveyard and performs the Ritual of Entropic Binding, shunning a conventional phylactery. Instead, they anchor their soul to the God-Husk itself, corrupting the slow, leaking energy of its decay. This transforms the caster into a symbiotic parasite, sustained by divine entropy. The Lich is a guardian of its feast; its existence is contingent on the slow, agonizing death of the god it feeds upon.

Previous Versions

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Habitat: Planar (Ethereal Plane)

Mister_Whisker

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