Lich
Medium Undead
- Armor Class: 18
- Hit Points: 170 (20d8+80)
- Speed: walk 30 ft.
- Challenge Rating: 21 (33,000 XP)
- Source: A5e Monstrous Menagerie, page 306
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
16 (+3) |
18 (+4) |
20 (+5) |
16 (+3) |
16 (+3) |
- Saving Throws: Con +11, Int +12, Wis +10
- Skills: arcana +12, history +12, insight +10, perception +10, religion +12
- Damage Immunities: necrotic, poison; damage from nonmagical weapons
- Damage Resistances: cold, lightning
- Condition Immunities: charmed, fatigue, frightened, paralyzed, poisoned
- Senses: truesight 120 ft., passive Perception 20
- Languages: any six
Special Abilities
- Legendary Resistance (3/Day): The lichs body or vestments are warded with three protective runes. When the lich fails a saving throw, it can choose to succeed instead. When it does so, one of its protective runes disappears.
- Rejuvenation: If it has a soul vessel, a destroyed lich gains a new body in 1d10 days, regaining all its hit points. The new body forms within 10 feet of the soul vessel.
- Tongueless Utterance: Unless a spell has only a vocal component, the lich can cast the spell without providing a vocal component.
- Turn Resistance: The lich has advantage on saving throws against any effect that turns undead.
- Undead Nature: A lich doesnt require air, sustenance, or sleep.
- Spellcasting: The lich is a 16th 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 (at will): fire bolt
mage hand
prestidigitation
1st-level (4 slots): detect magic
shield
silent image
thunderwave
2nd-level (3 slots): blur
detect thoughts
locate object
3rd-level (3 slots): animate dead
dispel magic
fireball
4th-level (3 slots): confusion
dimension door
5th-level (2 slots): geas
scrying
6th-level (1 slot): create undead
disintegrate
7th-level (1 slot): finger of death
teleport
8th-level (1 slot): power word stun
Actions
- Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) cold damage. The target makes a DC 18 Constitution saving throw. On a failure it is paralyzed until the end of its next turn.
- Arc Lightning: The lich targets up to 3 creatures within 60 feet. Each target makes a DC 18 Dexterity saving throw. On a failure the target takes 28 (8d6) lightning damage.
- Fire Bolt (Cantrip; S): Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.
- Thunderwave (1st-Level; S): Thunder rolls from the lich in a 15-foot cube. Each creature in the area makes a DC 20 Constitution saving throw. On a failure a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the lich. On a success a creature takes half damage and is not pushed.
- Blur (2nd-Level; V, Concentration): The lichs form is blurred. Attack rolls against it are made with disadvantage unless the attacker has senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).
- Fireball (3rd-Level; S, M): Fire streaks from the lich to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 20 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
- Confusion (4th-Level; S, M, Concentration): Each creature within 10 feet of a point the lich can see within 120 feet makes a DC 20 Wisdom saving throw becoming rattled until the end of its next turn on a success. On a failure a creature is confused for 1 minute and can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
- Disintegrate (6th-Level; S, M): The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force or a 10-foot-cube section thereof is automatically destroyed. A creature makes a DC 20 Dexterity saving throw taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points the creature and its nonmagical gear are disintegrated and the creature can be restored to life only with true resurrection or wish.
- Finger of Death (7th-Level; S): A creature within 60 feet makes a DC 20 Constitution saving throw taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the lichs control at the start of the lichs next turn.
- Power Word Stun (8th-Level; V): The lich targets a creature within 60 feet. If the target has more than 150 hit points it is rattled until the end of its next turn. Otherwise it is stunned. It can make a DC 20 Constitution saving throw at the end of each of its turns ending the effect on a success.
Bonus Actions
- Eldritch Aura: The lich surrounds itself with a magical, rune-covered, glowing, translucent aura in a 10-foot radius. The aura moves with the lich and casts dim light inside its area. The aura disappears at the beginning of the lichs next turn.
- Death Aura: The aura casts purple light. Each living creature that ends its turn inside the aura takes 17 (5d6) necrotic damage, and the lich regains the same number of hit points.
- Shield Aura: The aura casts orange light. It has 35 hit points. Whenever the lich would take damage, the aura takes the damage instead, and the aura visibly weakens. If the damage reduces the aura to 0 hit points, the aura disappears, and the lich takes any excess damage.
- Spell Shield Aura: The aura casts blue light. Any spell cast with a 5th-level or lower spell slot from outside the aura can't affect anything inside the aura. Using a spell to target something inside the aura or include the auras space in an area has no effect on anything inside.
Reactions
- Sabotage Spell: When a creature within 60 feet casts a spell that targets the lich, the lich attempts to interrupt it. The lich makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the caster takes 10 (3d6) necrotic damage.
- Shield (1st-Level; V: When the lich is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn.
Legendary Actions
- The lich can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Cast Spell: The lich casts cantrip or a 1st-level spell. The lich can use 2 legendary actions to cast a 2nd-level spell or 3 legendary actions to cast a 3rd-level spell.
- Paralyzing Touch (Costs 2 Actions): The lich uses Paralyzing Touch.
- Arc Lightning (Costs 3 Actions): The lich uses Arc Lightning.
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