Medium Undead, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 105 (16d8 + 48)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +8, INT +11, WIS +8
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 16
Languages Abyssal, Celestial, Common plus up to five other languages, Infernal, Primordial
Challenge 17 (18,000 XP)
Proficiency Bonus +6
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, flaming sphere, misty step, mirror image

3rd level (3 slots): animate dead, hunger of hadar, dispel magic, thunder step

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

5th level (3 slots): cloudkill, teleportation circle

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

7th level (1 slot): finger of death, plane shift

8th level (1 slot): maze, demiplane

9th level (1 slot): gate

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.

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.

Hunter_Pact

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