Arcane Recovery (2/Day). When it finishes a short rest, the lich recovers all its spell slots of 5th level and lower.
Create Simulacrum (1/Day). The lich can innately cast the simulacrum* spell, requiring no material components.
Illusory Reality. When the lich casts an illusion spell of 1st level or higher, it can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The lich can do this on its turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. The object can’t deal damage or otherwise directly harm anyone.
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The lich has advantage on saving throws against spells and other magical effects.
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.
Ritual Casting. The lich can cast the following unprepared spells as rituals: alarm, animal messenger, augury, beast sense, ceremony, commune, commune with nature, comprehend languages, contact other plane, detect magic, detect poison and disease, divination, drawmij's instant summons, feign death, find familiar (fiend), forbiddance, gentle repose, identify, illusory script,* leomund's tiny hut, locate animals or plants, magic mouth,* meld into stone, phantom steed,* purify food and drink, rary's telepathic bond, silence,* skywrite, speak with animals, tenser's floating disk, unseen servant, water breathing, water walk, wristpocket
Spellcasting. The lich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The lich can cast disguise self,* phantasmal force,* hypnotic pattern,* greater invisibility,* and dream* at will and has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion (both sound and image), prestidigitation, shocking grasp, toll the dead
1st level (4 slots): burning hands, color spray,* shield, silent image*
2nd level (4 slots): blur,* mirror image,* nystul's magic aura,* scorching ray
3rd level (4 slots): fear,* fireball, fly, major image*
4th level (4 slots): blight, dimension door, hallucinatory terrain,* phantasmal killer*
5th level (4 slots): creation,* mislead,* seeming,* telekinesis
6th level (3 slots): circle of death, mental prison,* programmed illusion*
7th level (3 slots): finger of death, mirage arcane,* project image*
8th level (3 slots): abi-dalzim's horrid wilting, feeblemind, illusory dragon*
9th level (3 slots): meteor swarm, power word kill, weird*
*Illusion spell of 1st level or higher
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 24 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.
Malleable Illusions. When the lich casts an illusion spell that has a duration of 1 minute or longer, it can use its action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that it can see the illusion.
Displacement (Recharges after the Lich Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the lich projects an illusion that makes the lich appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against it. The effect ends if the lich takes damage, it is incapacitated, or its speed becomes 0.
Magical Illusion. As a bonus action, the lich can mask its shriveled flesh and appear to be a living human. This magical illusion lasts until it ends it as a bonus action or until it uses its Frightening Gaze legendary action. The effect also ends if Vthe lich drops to 30 hit points or fewer, or if dispel magic is cast on it.
Illusory Self (Recharges after a Short or Long Rest). When a creature makes an attack roll against the lich, it can use its reaction to interpose an illusory duplicate between the attacker and itself. The attack automatically misses the lich, then the illusion dissipates.
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.
At-Will Spell. The lich casts one of its at-will spells.
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 24 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 30 feet of the lich must make a DC 24 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.
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 d10 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 24 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 24 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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