Monster
Lich
Official reference · XMM · 2024
- Creature type
- Undead
- Size
- Medium
- Armor class
- 20
- Hit points
- 315 (42d8 + 126)
- Speed
- Walk 30 ft.
- Challenge rating
- 21
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 16
- Constitution
- 16
- Intelligence
- 21
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 19
- Initiative
- +17
- Saving Throws
- dex: +10; con: +10; int: +12; wis: +9
- Skills
- arcana: +19; history: +12; insight: +9; perception: +9
- Senses
- Truesight 120 ft.
- Languages
- all
- Resistances
- cold, lightning
- Immunities
- necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, poisoned
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 lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Eldritch Burst
Melee Ranged Attack: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Paralyzing Touch
Melee Attack: +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.
Legendary action uses: 3 (4 in its lair). 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
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. Success or Failure: The lich can't take this action again until the start of its next turn.
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 (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation
2/day each: Animate Dead, Dimension Door, Plane Shift
1/day each: Chain Lightning, Finger of Death, Power Word Kill, Scrying
Protective Magic
The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
At will: Counterspell, Shield
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.
Regional effects
The region containing a lich's lair is warped by its presence, creating the following effects:
- All-Seeing: While in its lair, the lich can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action.
- Inevitable Siphon: Whenever a Humanoid dies within 1 mile of the lair, its soul is immediately consumed by the lich. A Humanoid whose soul is consumed in this way can be brought back to life only by a True Resurrection or Wish spell.
If the lich is destroyed or moves its lair elsewhere, these effects end immediately. These effects resume if the lich gains a new body (see its Spirit Jar trait).