Medium undead, any evil alignment


21 /



Armor Class:

17 (Natural Armor)

Hit Points:

135 (18d8 + 54)



Saving Throws:

Con: 10, Int: 12, Wis: 9


Arcana: +18, History: +12, Insight: +9, Perception: +9


Truesight 120 ft., Passive Perception 19


Common plus up to five other languages

Damage Immunities:

Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities:

Charmed, Exhaustion, Frightened, Paralyzed, Poisoned


Legendary Resistance (3/Day)

If the lich fails a saving throw, it can choose to succeed instead.


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.


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

Turn Resistance

The lich has advantage on saving throws against any effect that turns undead.


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.


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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