Large Undead, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 190 (20d10 + 80)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +11, INT +12, WIS +9
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 19
Languages Common plus up to five other languages
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

Magic Weapons. Corvus' weapons are considered Magical

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 spells prepared:

Cantrips (at will): mage hand, [Tooltip Not Found], ray of frost

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

2nd level (3 slots): hold person, invisibility, mirror image, misty step

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

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

5th level (3 slots): cone of cold, steel wind strike

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

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

8th level (1 slot): feeblemind

9th level (1 slot): power word kill

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

Actions

Multiattack. Corvus makes two melee attacks; only one of which can a paralyzing touch

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.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 9 (1d8+5) slashing damage, plus 9 (2d8) cold damage and 9 (2d8) necrotic damge

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.

Nightmarish Consumption (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 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. Corvus regains hit points equal to the total damage inflicted

Lair and Lair Actions

A Lich’s Lair

 

Corvus

A lich encountered in its lair has a challenge rating of 23 (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.
Jayloo

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