Medium undead, Lawful NX Chaotic Evil
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 135 (18d8 + 54) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) |
| Saving Throws | Con +10, Int +12, Wis +9 |
|---|---|
| Skills | Arcana +19, History +12, Insight +9, Perception +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; lightning; necrotic |
| Damage Immunities | poison; bludgeoning, piercing, 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 | 21 |
If the lich fails a saving throw, it can choose to succeed instead.
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.
The lich has advantage on saving throws against any effect that turns undead.
Melee Spell Attack Roll: +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.
The lich casts a cantrip.
The lich uses its Paralyzing Touch.
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.
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 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 wizard spells prepared:
Cantrips: mage hand, prestidigitation, ray of frost
Level 1 (4 slots): detect magic, magic missile, shield, thunderwave
Level 2 (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
Level 3 (3 slots): animate dead, counterspell, dispel magic, fireball
Level 4 (3 slots): blight, dimension door
Level 5 (3 slots): cloudkill, scrying
Level 6 (1 slots): disintegrate, globe of invulnerability
Level 7 (1 slots): finger of death, plane shift
Level 8 (1 slots): dominate monster, power word stun
Level 9 (1 slots): power word kill
Medium undead (wizard), Neutral Evil
| Armor Class | 20 |
|---|---|
| Hit Points | 315 (42d8 + 126) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 16 (+3) | 21 (+5) | 14 (+2) | 16 (+3) |
| Saving Throws | Con +10, Dex +10, Int +12, Wis +9 |
|---|---|
| Skills | Arcana +19, History +12, Insight +9, Perception +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; lightning |
| Damage Immunities | necrotic; poison |
| Condition Immunities | charmed; exhaustion; frightened; paralyzed; poisoned |
| Senses | Truesight 120 ft., passive Perception 19 |
| Languages | all |
| Challenge | 21 |
If the lich fails a saving throw, it can choose to succeed instead.
If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair.
The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn.
The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.
con DC 20, each creature that isn't an Undead in a 20-foot Emanation [Area of Effect] originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Success or Failure: The lich can't take this action again until the start of its next turn.
The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation
2 each/day: Animate Dead, Dimension Door, Plane Shift
1 each/day: Chain Lightning, Finger of Death, Power Word Kill, Scrying
The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
At will: Counterspell, Shield
The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn.