Medium Undead, Any Evil Alignment
Armor Class 15 (natural armor)
Hit Points 81 (18d8)
Speed 30 ft.
STR
4 (-3)
DEX
9 (-1)
CON
9 (-1)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +2, INT +8, WIS +5
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Vulnerabilities Radiant
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
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 Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): create undead, globe of invulnerability

7th level (1 slot): teleport, plane shift

8th level (1 slot): dominate monster, 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

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.

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

Frightening 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 18 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.

Disrupt Life (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.

Description

Once a visionary archmage who dreamed of reshaping the world, Azzan's life ended in betrayal at the hands of those he trusted most. Though his followers preserved his remains and labored for centuries to restore him, the resurrection was imperfect. What emerges is neither truly alive nor fully dead—a diminished lich sustained by ancient rituals and an indomitable will. His once-regal features have withered into a gaunt, skeletal visage, yet his eyes still burn with the fierce intelligence and conviction that once inspired thousands. Though only a shadow of the wizard he once was, Azzan remains a formidable master of arcane power, driven by memories of a world that forgot his name and a destiny he believes was stolen from him.

Fragments of his former humanity linger beneath the cold exterior. He remembers the dream that united the people, the friends who betrayed him, and the centuries spent waiting in darkness. Whether he seeks justice, vengeance, or the completion of his long-abandoned vision, even Azzan himself may no longer know. The resurrection has left cracks in both his body and soul, and through those cracks seep equal measures of brilliance, obsession and sorrow.

Lair and Lair Actions

 

Death49

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