STR
11
(0)
DEX
16
(3)
CON
16
(3)
INT
20
(5)
WIS
14
(2)
CHA
16
(3)
Saving Throws:
CON +10
,
INT +12
,
WIS +9
Skills:
Arcana +18
,
History +12
,
Insight +9
,
Perception +9
Damage Vulnerabilities:
—
Damage Resistances:
cold, lightning, necrotic
Damage Immunities:
poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses:
truesight 120 ft.
Languages: Common plus up to five other languages
Proficiency Bonus: 7
Traits:
-
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.
-
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
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
The Lich is a 18-level
INT caster.
Spell Attack Modifier
+12
Spells Prepared
Cantrips
(at will)
1st level
(4 slots)
2nd level
(3 slots)
3rd level
(3 slots)
4th level
(3 slots)
5th level
(3 slots)
6th level
(1 slot)
7th level
(1 slot)
8th level
(1 slot)
9th level
(1 slot)
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.