## Lich

*Medium undead, any evil alignment*

**Armor Class** 17 (natural armor)

**Hit Points** 135 (18d8+54)

**Speed** 30 ft.

| STR     | DEX     | CON     | INT     | WIS     | CHA     |
|---------|---------|---------|---------|---------|---------|
| 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) |

**Saving Throws** Con +10, Int +12, Wis +9

**Skills** Arcana +19, History +12, Insight +9, Perception +9

**Damage Resistances** cold, lightning, necrotic

**Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks

**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned

**Senses** truesight 120 ft., passive Perception 19

**Languages** Common plus up to five other languages

**Challenge** 21 (33,000 XP)

***Legendary Resistance (3/Day)***. If the lich fails a saving throw, it can choose to succeed instead.

***Rejuvenation***. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

***Spellcasting***. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): *mage hand*, *prestidigitation*, *ray of frost*
1st level (4 slots): *detect magic*, *magic missile*, *shield*, *thunderwave*
2nd level (3 slots): *acid arrow*, *detect thoughts*, *invisibility*, *mirror image*
3rd level (3 slots): *animate dead*, *counterspell*, *dispel magic*, *fireball*
4th level (3 slots): *blight*, *dimension door*
5th level (3 slots): *cloudkill*, *scrying*
6th level (1 slot): *disintegrate*, *globe of invulnerability*
7th level (1 slot): *finger of death*, *plane shift*
8th level (1 slot): *dominate monster*, *power word stun*
9th level (1 slot): *power word kill*

***Turn Resistance***. The lich has advantage on saving throws against any effect that turns undead.

###### Actions

***Paralyzing Touch***. *Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The 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 can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

**Cantrip**. The lich casts a cantrip.

**Paralyzing Touch (Costs 2 Actions)**. The lich uses its Paralyzing Touch.

**Frightening Gaze (Costs 2 Actions)**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

**Disrupt Life (Costs 3 Actions)**. Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.