Medium undead, neutral evil
- Armor Class
- 20
- Hit Points
- 315 (42d8 + 126)
- Speed
- 30 ft.
- Challenge
- 21 (33,000 XP)
- Saving Throws
- Con +10, Dex +10, Int +12, Wis +9
- Skills
- Arcana +19, History +12, Insight +9, Perception +9
- Damage Resistances
- cold; lightning
- Damage Immunities
- necrotic; poison
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; poisoned
- Senses
- Truesight 120 ft., passive Perception 19
- Languages
- all
Traits
If the lich fails a saving throw, it can choose to succeed instead.
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
The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Melee Attack Roll: +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 Actions
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.
con DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. 31 (9d6) Necrotic damage. Half damage. 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):
The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
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.