THE SHARED REFERENCE Adventurer

Monster

Eldritch Lich

Outside your table’s allowed sources

Official reference · MCV1SC · 2014

Creature type
Undead
Size
Medium
Armor class
17 (natural armor)
Hit points
165 (22d8 + 66)
Speed
Walk 30 ft., Fly 30 ft. (hover)
Challenge rating
15
Alignment
Neutral Evil
Strength
11
Dexterity
18
Constitution
16
Intelligence
19
Wisdom
14
Charisma
12
Passive Perception
17
Saving Throws
int: +9; wis: +7
Skills
arcana: +14; perception: +7
Senses
truesight 120ft.
Languages
Common, Deep Speech, telepathy 120 ft.
Resistances
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned

Traits

Far Realm Parasite

Inside the lich's torso dwells a wormlike parasite that contains the lich's soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far Realm. In 2d4 days, the parasite causes the lich to reappear within 1d4 miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich's memories.

Legendary Resistance (4/Day)

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

Unusual Nature

The lich doesn't need air, food, drink, or sleep.

Actions

Multiattack

The lich makes one Parasitic Tentacle attack or uses Spellcasting. The lich also uses Psychic Whisper twice.

Parasitic Tentacle

Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 25 (6d6 + 4) piercing damage plus 25 (6d6 + 4) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned. The poisoned target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The third time the target fails the save, the target dies and dissolves into a gibbering mouther that obeys the lich and uses the target's initiative.

Psychic Whisper

The lich targets one creature it can see within 120 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned until the end of the lich's next turn as incomprehensible whispers fill the target's mind.

Reactions

Far Realm Step

Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.

Spellcasting

The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect magic, mage hand, prestidigitation

2/day each: dispel magic, hunger of Hadar, lightning bolt

1/day each: arcane eye, dimension door, plane shift (self only)

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