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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Lich/

Lich

Lich

Medium undead, any evil alignment
  • Armor Class 17 (natural armor)
  • Hit Points 135 (18d8+54)
  • Speed 30 ft.
  • 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 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., passive Perception 19
  • Languages Common plus up to five other languages
  • Challenge 21 (33,000 XP)
  • 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:

    • 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, Melf's 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 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.

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.

  • 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.

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