Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rebirth. If its elder tree stills bears roots, 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 elder tree.
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 20, +12 to hit with spell attacks). The lich has the following druid spells prepared:
Cantrips (at will): poison spray, thunderclap, druidcraft, chill touch
1st level (4 slots): detect magic, ice knife, entangle, thunderwave
2nd level (3 slots): acid arrow, hold person, moonbeam, spike growth
3rd level (3 slots): animate dead, counterspell, erupting earth, call lightning, blindness/deafness, gentle repose
4th level (3 slots): blight, wall of fire
5th level (3 slots): wrath of nature, scrying, animate dead, gaseous form
6th level (1 slot): sunbeam, druid grove
7th level (1 slot): whirlwind, plane shift, blight, confusion
8th level (1 slot): sunburst, feeblemind
9th level (1 slot): storm of vengeance, cloudkill, contagion
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Fungal Body. Immune to critical hits. Cannot be blinded, deafened, frightened, or poisoned.
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.
Halo of Spores. When a creature the lich can sees moves into a space within 10 feet of them, or starts its turn there, the lich can use its reaction to deal 15 (3d10) necrotic damage to that creature unless it saves against a Constitution saving throw DC 20.
Fungal Infestation. If a beast or humanoid of Small or Medium size dies within 10 feet of the lich, the lich can uses its reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie's turn comes immediately after the Lich, obeys their mental commands, and can only take the Attack action, making one melee attack.
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.
Drain 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. The druid heals this damage.
Lair and Lair Actions
A Druid Lich’s Lair
A druid lich nearly always inhabits the abode it favored in life, such as a blighted grotto, a haunted swamp, or a dark and twisted forrest. Alternatively, some druid liches construct secret burrowed out caves filled with powerful guardians and natural 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 elementals 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 22 (41,000 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 negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 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 spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
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