Talewrite

Lich

Medium undead, neutral evil · 2024 rules, SRD 5.2

Armor Class
20
Hit Points
315 (42d8+126)
Speed
30 ft.
STRDEXCONINTWISCHA
11 (+0)16 (+3)16 (+3)21 (+5)14 (+2)16 (+3)
Saving Throws
DEX +10, CON +10, INT +12, WIS +9
Skills
Arcana +19, History +12, Insight +9, Perception +9
Senses
truesight 120 ft., passive perception 19
Languages
All
Challenge
21 (33,000 XP)

Traits

Legendary Resistance. 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 lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 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.

Reactions

Protective Magic. The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting. Level 3: Counterspell. Level 1: Shield.

Legendary actions

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. Level 3: Fear.

Also in the 2014 rules (SRD 5.1).

This page includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).