Spellcasting. The lich is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The lich has the following wizard spells prepared:
Legendary Resistance (1/day). If the lich fails a saving throw, it can choose to succeed instead.
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
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.
Drops Lich's Hand-shoe, his skull, 2500gp
Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 2d6+6 cold damage. The target must succeed on a DC 15 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 a success.
Karmic Judgment Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: XdY psychic damage on a hit.
X = target's CR/Level(minimum of 1)
Y = target's Hit Die Type.
If the target creature has a wisdom of 16 or higher it must also make a wisdom save, taking only half the damage on a success.
The lich can take 2 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.