THE SHARED REFERENCE Adventurer

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.

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 (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).

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