Medium Undead, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws CON +10, INT +10, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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.


Actions

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. 

Reactions

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. 

Legendary Actions

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. 

EzekielTheMad

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