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Lich

D&D 5e · 2024·Medium Undead (Wizard)·Neutral Evil

Armor class
20
Hit points
31542d8 + 126
Challenge
2133,000 XP, or 41,000 in lair
Proficiency
+7Initiative +17

Speed 30 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score111616211416
Mod+0+3+3+5+2+3
Save+0+10+10+12+9+3
Skills
Arcana +19, History +12, Insight +9, Perception +9
Resistances
Cold, Lightning
Damage immunities
Necrotic, Poison
Condition immunities
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Gear
Component Pouch
Senses
Truesight 120 ft.; Passive Perception 19
Languages
All

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 or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.

Paralyzing Touch

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.

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

Reactions

Protective Magic

The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Legendary actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.

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. Failure or Success: The lich can't take this action again until the start of its next turn.

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.

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Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0