THE SHARED REFERENCE Adventurer

Monster

False Lich

Outside your table’s allowed sources

Official reference · VEoR · 2014

Creature type
Undead
Size
Medium
Armor class
18 (natural armor)
Hit points
199 (21d8 + 105)
Speed
Walk 30 ft.
Challenge rating
21
Alignment
Neutral Evil
Strength
10
Dexterity
16
Constitution
20
Intelligence
25
Wisdom
19
Charisma
15
Passive Perception
14
Saving Throws
con: +12; int: +14; wis: +11; cha: +9
Senses
truesight 60 ft.
Languages
Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
Immunities
necrotic, poison, psychic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Traits

Legendary Resistance (3/Day)

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

Magic Resistance

The false lich has advantage on saving throws against spells and magical effects.

Actions

Multiattack

The false lich makes two Death Rend attacks and uses Bloodcurdling Lament if available.

Death Rend

Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) necrotic damage.

Bloodcurdling Lament (Recharge 5–6)

The false lich emits a hideous shriek charged with malignant energy. Each creature within 30 feet of the false lich must succeed on a DC 22 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, a creature also has the unconscious condition. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus actions

Soul Siphon

The false lich targets one creature it can see within 120 feet of itself. The target must make a DC 22 Charisma saving throw; if the target has the unconscious condition, it has disadvantage on this saving throw. The target takes 21 (6d6) force damage on a failed save or half as much damage on a successful one. The false lich then regains a number of hit points equal to the amount of force damage taken.

If this damage reduces the target to 0 hit points, the target immediately dies, its body disappears, and its soul is trapped inside one of the soul gems within the false lich's skull. After 24 hours, the gem transfers the soul to the false lich's creator.

When the false lich is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul's body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Spiteful Teleport

The false lich, along with anything it is wearing or carrying, teleports to an unoccupied space it can see within 60 feet of itself. It then makes one Death Rend attack if possible.

Cast a Spell (Costs 2 Actions)

The false lich uses Spellcasting.

Spellcasting

The false lich casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):

At will: Detect Magic, Fly, Mage Hand, Prestidigitation

3/day each: Dispel Magic, Invisibility (self only)

1/day each: Globe of Invulnerability, Hold Monster

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