Lich

Medium undead, any evil alignment. CR 21, AC 17, 135 HP. Traits: Legendary Resistance, Rejuvenation, Spellcasting, Turn Resistance.

Armor class
17
Hit points
135
Challenge
21
Creature type
Undead
Size
Medium
Alignment
any evil alignment
Legendary
Yes

Stat block

Cha
16
Con
16
Dex
16
Int
20
Str
11
Wis
14
Speed
30 ft.
Senses
truesight 120 ft., passive Perception 19
Skills
Arcana +18, History +12, Insight +9, Perception +9
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.
Languages
Common plus up to five other languages
Saving throws
CON +10, INT +12, WIS +9
Damage immunities
poison, bludgeoning, piercing, and slashing from nonmagical weapons
Legendary actions
  • Legendary Actions. The lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It 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 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.
Special abilities
  • Legendary Resistance. 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.
Damage resistances
cold, lightning, necrotic
Condition immunities
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Source and licence

From System Reference Document 5.1.

Licence: SRD (CC BY 4.0).

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.

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