Lich


 

Lich, CR 21

Medium undead, any evil
Class Wizard 18,
Armor Class 17
Hit Points 135 ( 18d8+54 )
Spell Points 207
Speed 30ft

STR

11
+0

DEX

17
+3

CON

17
+3

INT

19
+5

WIS

15
+2

CHA

17
+3

Proficiency Bonus 7
Saving Throws Con ( 1d20+10 ), Int ( 1d20+12 ), Wis ( 1d20+9 )
Skills Arcana ( 1d20+18 ), History ( 1d20+12 ), Insight ( 1d20+9 ), Perception ( 1d20+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 17
Languages any six languages

Spellcasting

The lich is an 18th-level Arcane Magic Spellcastier and can cast Wizard Spells of any rank. Its spellcasting ability is Intelligence (Spell Save DC 20, 1d20+12 to hit with Spell Attacks).   Common spells:
1st Rank: Fire Bolt, Light, Mage Hand, Prestidigitation, Shocking Grasp, Detect Magic, Identify Spell, Mage Armor, Magic Missile, Prestidigitation, Ray of Frost, Shield, Thunderwave
2nd Rank: Acid Arrow, Detect Thoughts, Disguise Self, Invisibility, Detect Thoughts, Invisibility, Mirror Image, Misty Step
3rd Rank: Animate Dead, Counterspell, Dispel Magic, Fly, Fireball, Lightning Bolt
4th Rank: Banishment, Blight, Dimension Door, Fire Shield, Stoneskin
5th Rank: Cloudkill, Cone of Cold, Scry Spell, Wall of Force
6th Rank: Disintegrate, Globe of Invulnerability
7th Rank: Finger of Death, Plane Shift, Teleport
8th Rank: Dominate Monster, Power Word Stun
9th Rank: Power Word Kill, Time Stop   The lich casts Stoneskin and Mage Armor spells on itself before combat if it has time to prepare.   Multispellcasting. The lich can cast an extra spell with a Casting Time of 1 Action when it chooses the Cast a Spell action, and when the other spell also has a casting time of 1 action.

Special Abilites

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 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 Attack: 1d20+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.   Cast a Spell. The lich casts a Wizard Spell of any Spell Rank. The lich can cast two spells if they both have a Casting Time of 1 Action or less.   Use an item. The lich uses a Magic Item in its possession.

Legendary Actions

The lich can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The lich regains spent epic actions at the start of its turn.   Paralyzing Touch. 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.   Use an item (Costs 2 Actions). The lich uses a magic item in its possession.   Cast a Spell (Costs 3 Actions). The lich casts a Wizard Spell, using spell points as normal.   Disrupt Life (Costs 3 Actions). Each living 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.



 
 

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