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Lich

Lich CR: 21

Medium undead , any evil
Armor Class: 17 (natural armor)
Hit Points: 135 (18d8+54) 18d8+54
Speed: 30 ft

STR

11 +0

DEX

16 +3

CON

16 +3

INT

20 +5

WIS

14 +2

CHA

16 +3

Saving Throws: Con +10 1d20+10 , Int +12 1d20+12 , Wis +9 1d20+9
Skills: Arcana +18 1d20+18 , History +12 1d20+12 , Insight +9 1d20+9 , Perception +9 1d20+9
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 five other languages
Challenge Rating: 21

The lich is an 18th-level spell cast. Its spellcasting ability is Intelligence (spell save DC 20, +12 1d20+12 to hit with spell attacks). The lich has the following wizard spells prepared:   1st Level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave   2nd Level (3 slots): Detect Thoughts, Invisibility, Melf's Acid Arrow, Mirror Image   3rd Level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball   4th Level (3 slots): Blight, Dimension Door   5th Level (3 slots): Cloudkill, Scrying   6th Level (1 slot): Disintegrate, Globe of Invulnerability   7th Level (1 slot): Finger of Death, Plane Shift   8th Level (1 slot): Dominate Monster, Power Word Stun   9th Level (1 slot): Power Word Kill

At will: Cantrips: Mage Hand, Prestidigitation, Ray of Frost


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 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.   Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 1d20+12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) 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 next 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 his 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 Rich'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 6d6 necrotic damage on a failed save, or half as much damage on a successful one.

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 1d8 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 on 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) 15d6 necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

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 lichee 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 disturb the lich's work.   A lich encountered in its lair has a challenge rating of 22.


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