D&D 5e monster · SRD 5.2

Lich

Medium Undead (Wizard), Neutral Evil

Armor Class
20
Hit Points
315 (42d8+126)
Speed
30 ft.
Initiative
+17
Challenge
21 (33000 XP)
Proficiency Bonus
+7
STRDEXCONINTWISCHA
11+016+316+321+514+216+3
Saving Throws:
DEX +10, CON +10, INT +12, WIS +9
Resistances:
cold, lightning
Damage Immunities:
necrotic, poison
Condition Immunities:
charmed, exhaustion, frightened, paralyzed, poisoned
Senses:
truesight 120 ft., Passive Perception 19

Traits

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

Multiattack. The creature makes 3 attacks.

Eldritch Burst. Ranged Attack Roll: +12, range 120/120 ft.. Hit: 4d12+5 force damage.

Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft.. Hit: 3d6+5 cold damage, or paralyzed.

Spellcasting. spell save DC 20. At will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball, Invisibility, Lightning Bolt, Mage Hand, Prestidigitation. 2/day: Animate Dead, Dimension Door, Plane Shift. 1/day: Chain Lightning, Finger of Death, Power Word Kill, Scrying.

Reactions

Protective Magic. The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Legendary Actions

The creature can take 3 legendary actions, choosing from the options below — one at the end of another creature's turn. Spent actions are regained 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.

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