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 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The coronach can cast charm person and disguise self at will and knows the following bard spells (spells marked with an asterisk appear in Xanathar’s Guide to Everything): The Coronach has the following bard spells prepared:
Cantrips (at will): friends, prestidigitation, thunderclap,vicious mockery
1st level (4 slots): dissonant whispers, Tasha’s hideous laughter, shield, thunderwave
2nd level (3 slots): see invisibility, detect thoughts, invisibility, silence
3rd level (3 slots): fear, counterspell, hypnotic pattern, fireball
4th level (3 slots): greater invisibility, dimension door
5th level (3 slots): synaptic static, scrying
6th level (1 slot): disintegrate, Otto’s irresistible dance
7th level (1 slot): finger of death, forcecage
8th level (1 slot): feeblemind, power word stun
9th level (1 slot): power word kill
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Instrument Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it must also succeed on a DC 17 Constitution saving throw or be paralyzed 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.
Jarring Words (3/day). When a creature within 60 feet of the coronach makes an attack roll, ability check, damage roll, or saving throw, the creature rolls a d8 and subtracts the result from the number rolled. A creature is immune to this effect if it can’t hear the coronach or if it is immune to being charmed.
The coronach 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 coronach regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Instrument Slam (Costs 2 Actions). The coronach uses its instrument slam.
Shocking Revelation (Costs 2 Actions). The coronach recounts a shockingly personal secret about a creature it can see within 10 feet of it. The creature must succeed on a DC 18 Wisdom saving throw or be charmed by the coronach until the end of the coronach’s next turn. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends if the creature takes any damage or if someone else uses an action to shake it out of its stupor.
Devastating Dirge (Costs 3 Actions). The coronach plays a deafening tune on its instrument. Each living creature within 20 feet of the coronach must make on a DC 18 Constitution saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The coronach then regains a number of hit points equal to half the damage dealt.
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