Large Undead, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 168 (20d10 + 54)
Speed 30 ft., Fly 60 ft. The Lich uses the souls of its victims to fly
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
24 (+7)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +11, INT +15, WIS +12
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 Blindsight, Truesight 120 ft., Passive Perception 19
Languages All, Common plus up to five other languages
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Increased Rejuvenation. If Alqanaz still has one of his 6 Soul Cages, he can choose to gain a new body within 2 rounds, regaining all its hit points and becoming active again. The new body appears within 5 feet of the Soul Cage. If there are no Soul Cages still active, then he can choose to regrow his body at the location of his Phylactery 

Spellcasting. The lich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The lich has the following wizard spells prepared:

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

1st level (4 slots): detect magic, magic missile, shield, thunderwave, Tasha's Hideous Laughter, Ray of Sickness

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

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, bestow curse, protection from energy, vampiric touch

4th level (3 slots): blight, banishment, dimension door, phantasmal killer, polymorph

5th level (3 slots): cloudkill, scrying, dominate person

6th level (1 slot):chain lightning, disintegrate, globe of invulnerability

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

8th level (1 slot): abi-dalzim's horrid wilting, dominate monster, maddening darkness, power word stun

9th level (2 slot): power word kill, psychic scream, time stop

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

Spell Resistance: Alqanaz has advantage on saving throws against spells and spell-like effects

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.

Soul Prisons: Alqanaz has focused most of his life (and unlife) on the study and usage of other victims' souls. He has delved into an ancient form of Necromancy that allows him to harness the power of souls that he has captured at any point in time to aid him in battle. The power of these Soul Prisons is entirely dependent on the soul that was captured. Once the abilities granted to Alqanaz have been used, that Soul Prison will require a new victim. Alqanaz has a total of Six Soul Prisons made entirely of Silver and Platinum. As a bonus action, Alqanaz can use 1 of the 6 granted abilities from the six souls currently in the prisons. Each cage has HP= (6d12+10) and AC= 18. The cages have resistance to all nonmagical attacks. The abilities of each soul cage are as follows:

1) Soul of the Damned: This Soul was once a dangerous, malevolent individual, one who has been touched by the Creatures of the Far Realms. Any target that is within 10 feet of the Soul Prison and can hear must make a DC 18 Wisdom save or become frightened of Alqanaz as the target will hear horrifying laughter, terrible screams, and the whispers of the deep. As an action, The Soul of the Damned can summon 1d4 Drowned Assassins that fight for Alqanaz and act on Initiative count 20. Number of uses: 4

2) Soul of Zycore: This very specific and very rare soul is one of a great heroes who once walked the world of Zycore. The soul of this individual is now trapped within, and the calls of aid can be heard issuing out from it. As an action, the Soul Prison blasts out scream comparable to that of a Psychic Scream, but instead of a call from beyond the grave, the scream is that of one of the last Great Heroes of Zycore. Number of Uses= 2

3) Soul of the Innocent: This soul is one of pure heart and is generally that of a young humanoid. The confusing cries of help that out from the prison generally resemble "Hello? Where am I? Mommy? is that you?". This soul, though still young, allows Alqanaz a very specific and powerful ability: The Heart of Innocence, which gives Alqanaz the effects of a 9th level Invulnerability spell. Number of Uses= 1

4) Soul of the Void: Though this Prison does not hold a specific soul, as the name suggests, it instead holds a specific creature, one that is waiting to be released. Upon command, this prison completely explodes, dealing 2d10 fire damage in a 15-ft radius (Dexterity Save DC 15 to suffer only half damage). Immediately afterwards, a Nightwalker issues out in a cloud of Black Smoke and obeys the commands of Alqanaz. The Nightwalker acts on initiative count 20. Number of uses=1

5) Soul of the Brave: This soul once belonged to a mighty warrior of some holy deity. This warrior, in life, followed every vow it once gave, and now has given those vows to Alqanaz. As an action, the Soul Prison can give Alqanaz the benefits of a Heroes Feast Spell without the Casting Time. Number of uses= 4

6) Soul of Orcus: Though not specifically the actual soul of Orcus, this Prison holds a semblence of his power. As an action, the Prison can use Creeping Death (Like that of the actual ability). Number of uses= 3

 

Reactions

Soul Sacrifice: Upon Alqanaz receiving a blow from a critical hit, he can choose to use his reaction to sacrifice one of his remaining Soul Prisons to negate the damage and transfer the total onto the Prison. Once the Soul Prison is destroyed, Alqanaz cannot make use of it until he gathers enough souls to forge another.

 

Legendary Actions

Alqanaz can take 5 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. Alqanaz casts a cantrip.

Soul Prison: Alqanaz uses one of the 6 available soul prisons' abilities 

Spell Casting (2 Actions): Alqanaz can cast any spell available in his spell list using a spell slot of 1st - 9th level. 

Paralyzing Touch (Costs 2 Actions). Alqanaz uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Alqanaz 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.

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 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.
Krovas21

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