Medium undead, neutral evil
- Armor Class
- 14 (natural armor)
- Hit Points
- 97 (15d8 + 30)
- Speed
- 30 ft.
- Challenge
- 14 (11,500 XP)
- Saving Throws
- Con +7, Int +9, Wis +8
- Skills
- Arcana +14, Insight +8, Perception +8
- Damage Resistances
- necrotic; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; poisoned
- Senses
- truesight 120 ft., passive Perception 18
- Languages
- Common, Elvish, Kraul
Traits
If the lich fails a saving throw, it can choose to succeed instead.
The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn't function at the start of the lich's next turn. The lich dies only if it starts its turn with 0 hit points and doesn't regenerate.
The lich has advantage on saving throws against any effect that turns undead.
If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead.
Actions
Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned 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 casts one of its cantrips.
The lich uses Noxious Touch.
Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Spellcasting
The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared: