Medium Undead, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 272 (32d8 + 128)
Speed 30 ft., Fly 60 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
22 (+6)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws CON +12, INT +15, WIS +16
Skills Arcana +22, History +14, Insight +15, Perception +15
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 25
Languages Celestial, Common plus up to five other languages, Draconic, Elvish, Gnomish, Infernal
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (5/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 Intelligence (spell save DC 22, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mind sliver, prestidigitation, shocking grasp

1st level (4 slots): mage armor, magic missile, shield, thunderwave, feather fall

2nd level (3 slots): ray of enfeeblement, detect thoughts, invisibility, mirror image

3rd level (3 slots): pulse wave, counterspell, dispel magic, fireball

4th level (3 slots): banishment, dimension door, summon construct

5th level (3 slots): negative energy flood, scrying, telekinesis, wall of force

6th level (2 slots): disintegrate, globe of invulnerability, soul cage, sunbeam

7th level (2 slots): crown of stars, forcecage, plane shift, reverse gravity

8th level (2 slots): antimagic field, reality break, sunburst

9th level (2 slots): meteor swarm, time stop

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

Spacetime Mastery. The lich cannot be banished or moved from plane to plane by magical means

Actions

Stasis Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (4d6) force damage. The target must succeed on a DC 19 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.

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.

Cantrip. The lich casts a cantrip.

Stasis Touch (Costs 2 Actions). The lich uses its Stasis Touch.

Time Knife 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 19 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.

Anti Life Equation(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 26 (59,000 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 antimater energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 19 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 automatons that powered down in its lair. These constructs materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 52 (15d6) radiant damage on a failed save, or half as much damage on a success. The constructs then power down.
Ajax_of_Oia

Comments

Posts Quoted:
Reply
Clear All Quotes