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Lich

Size
Medium
Monster Race
Undead
Alignment
any evil alignment
Armor Class
17 (natural armor)
Hit Points
135 (18d8+54)
Speed
6m

Attributes

STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)

Features

Saving Throws
Con +10, Int +12, Wis +9
Skills
Arcana +18, History +12, Insight +9, Perception +9
Damage Resistance
Cold, Lightning, Necrotic
Damage Immunities
Poison, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses
Truesight 24m, 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 1m 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): Detect Thoughts, Invisibility, acid arrow, 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 1m, one creature. Hit: (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

Description
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. Lich regains spent legendary actions at the start of their 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 2m 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 4m 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.