Lich

Medium undead, neutral evil

Armor Class 20 (natural armor)

Hit Points 315 (42d8 + 126)

Speed 30 ft., swim 15 ft., climb 15 ft.

str

11 (+0)

dex

16 (+3)

con

16 (+3)

int

21 (+5)

wis

14 (+2)

cha

16 (+3)

Saving Throws Dex +10, Con +10, Int +12, Wis +9

Skills Arcana +19, History +12, Insight +9, Perception +9

Damage Resistances cold, lightning

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses truesight 120 ft., passive Perception 19

Languages All

Challenge 21 (33,000 XP)

Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead.

Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair.

Actions

Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. 31 (4d12 + 5) Force damage.

Multiattack. The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.

Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn.

Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): - **At Will:** Detect Magic, Detect Thoughts, Dispel Magic, Fireball, Invisibility, Lightning Bolt, Mage Hand, Prestidigitation - **2/Day Each:** Animate Dead, Dimension Door, Plane Shift - **1/Day Each:** Chain Lightning, Finger of Death, Power Word Kill, Scrying

Spellcasting (INT, DC 20, +12 to hit)

At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball, Invisibility, Lightning Bolt, Mage Hand, Prestidigitation

2/Day Each: Animate Dead, Dimension Door, Plane Shift

1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying

Attack Summary

Eldritch Burst attackboth
+12 to hit|4d12+5 force
Range: 5 ft. or 120 ft.
Paralyzing Touch attackmelee
+12 to hit|3d6+5 cold
Range: 5 ft.

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.

Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.

Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action again until the start of its next turn.

Frightening Gaze. The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn.