Lich

Medium undead, any evil alignment

Armour Class: 17 (natural armour)
Hit Points: 135 (18d8 + 54)
Speed: 30 ft.

STRDEXCON
11 (+0)16 (+3)16 (+3)
INTWISCHA
20 (+5)14 (+2)16 (+3)

Saving Throws: Con +10, Int +12, Wis +9
Skills: Arcana +18, History +12, Insight +9, Perception +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 19
Languages: Common plus up to five other languages
Challenge: 21 (33,000 XP)


Abilities

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.

Spellcasting – 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 (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, 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

Turn Resistance – The lich has advantage on saving throws against any effect that turns undead.


Actions

Paralyzing Touch
– Melee Spell Attack: +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.


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 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 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.

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) necrotic damage on a failed save, or half as much damage on a successful one.