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:
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.
The undead 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 undead 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 magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
End of the SRD5 material
Unofficial Description: Wizard who has become undead through a dark ritual. see Lich Overview for detailed description.
Lich's Lair
[4] A lich lairs in a lonely tower, a haunted ruin, secret tomb, or an academy of black magic.
Lair Actions
[4] When fighting inside its lair, an lich can use lair actions. On initiative count 20 (losing initiative ties), the undead takes a lair action to cause one of the following effects; the undead can’t use the same effect two rounds in a row:
Regain Spell Slot
Negative Energy Binding (redirects damage)
Summon Apparitions
A lich encountered in its lair has a challenge rating of 22 (41,000 XP).
Sources and Notes
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Monster data+
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