Litch
- The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.
- The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Litch
Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.
Armor Class | 17 (natural armor) | ||
---|---|---|---|
Hit Points | 18d8+54 | ||
Speed | 30ft. | ||
Strength | 11 (+0) | ||
Dexterity | 16 (+3) | ||
Constitution | 16 (+3) | ||
Intelligence | 20 (+5) | ||
Wisdom | 14 (+2) | ||
Charisma | 16 (+3) | ||
Saving Throws | Constitution d20+10 | lntelignece d20+12 | Wisdom d20+9 |
Skills | Arcana d20+18 | History d20+12 | Insight d20+9 |
Perception d20+9 | |||
Damage Resistances | Cold | Lightning | Necrotic |
Damage Immunities | Poison | Bludgeoning | Piercing |
Slashing from nonmagical weapons | |||
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) | ||
Special 1 | Legendary Resistance (3/Day) | If the lich fails a saving throw, | it can choose to succeed instead |
Special 2 | 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 | ||
Special 3 | Spellcasting | The lich is an 18th-level spellcaster. | Its spellcasting ability is |
Intelligence (spell save DC 20, d20+12 to hit with spell attacks). | The lich has the following wizard spells prepared: | ||
Spells 1 | Cantrips (at will) | Mage hand | Prestidigitation |
Ray of frost | |||
Spells 2 | 1st level (4 slots) | Detect magic | Magic missile |
Shield | Thunderwave | ||
Spells 3 | 2nd level (3 slots) | Detect thoughts | Invisibility |
Melf's acid arrow | Mirror image | ||
Spells 4 | 3rd level (3 slots) | Animate dead | Counterspell |
Dispel magic | Fireball | ||
Spells 5 | 4th level (3 slots) | Blight | Dimension door |
Spells 6 | 5th level (3 slots) | Cloudkill | Scrying |
Spells 7 | 6th level (1 slot) | Disintegrate | Globe of invulnerability |
Spells 8 | 7th level (1 slot) | Finger of death | Realm shift |
Spells 9 | 8th level (1 slot) | Dominate monster | Power word stun |
Spells 10 | 9th level (1 slot) | Power word kill | |
Special 4 | Turn Resistance | The lich has an advantage on saving throws | against any effect that turns undead |
Action | Paralyzing Touch | Melee Spell Attack | d20+12 to hit |
Reach 5 ft., one creature | Hit 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 | |
Legendary Action 1 | Cantrip | The lich casts a cantrip | |
Legendary Action 2 | Paralyzing Touch (Costs 2 Actions) | The lich uses its Paralyzing Touch | |
Legendary Action 3 | 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 | |
Legendary Action 4 | Disrupt Life (Costs 3 Actions) | Each living creature within 20 feet of the lich must | make a DC 18 Constitution saving throw against this magic, |
taking 6d6 necrotic damage on a failed save, | or half as much damage on a successful one |
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