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___ > ## Lich >*medium undead, any evil alignment* > ___ > - **Armor Class** 17 > - **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)| >___ > - **Skills & Saves** CON +10, INT +12, WIS +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** 22 (41,000 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. > > **Turn Resistance.** The lich has advantage on saving throws against any effect that turns undead. > > **Ancient Wizard.** The lich can cast the following spells out of combat: >
>(At will) *Mage Hand, Prestidigitation, Detect Magic, Detect Thoughts* >
>(1/Day) *Animate Dead, Scrying, Dominate Monster* > > ___ > ### Offensive Actions >***Paralyzing Touch.*** *Melee Spell Attack:* +12 to hit, reach 5 ft., one target. *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. > >***Fireball 3rd level (At will).*** Each creature in a 20-foot-radius sphere centered on a point within 120 feet must make a DC 20 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. ___ \columnbreak ___ > ### Offensive Actions (Cont.) >***Cloudkill 5th level (Recharge 5-6).*** Creates a 20-foot-radius Sphere of poisonous, fog centered on a point within 120 feet. The fog spreads around corners. It lasts for 1 minute (Concentration) or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a DC 20 Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. > > ***Finger of Death 7th level (1/Short or Long Rest).*** A creature within 60 feet must make a DC 20 Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of the Lich's next turn as a zombie that is permanently under its command, following its verbal orders to the best of its ability. > > **NUKE** ***Power Word Kill 9th level (1/Day).*** The lich utters a word of power to one creature it can see within 60 feet. If the creature has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. > > ### Defensive Actions > ***Globe Of Invulnerability 6th level (1/Day).*** An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around the Lich and remains for 1 minute (Concentration). Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. > > **ESCAPE** ***Plane Shift 7th level (1/Day).*** Lich is transported to a different plane of existence. Specifies a target destination in general terms, or a sigil of a teleportation circle, and appears in or near that destination. > > ### Control Actions > ***Dispel Magic 3rd level (At will).*** Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, the lich makes an intelligence check (+5). The DC equals 10 + the spell’s level. On a successful check, the spell ends. > > ***Power Word Stun 8th level (1/Day).*** The lich speaks a word of power to one creature the lich can see within 60 feet. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a DC 20 Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. ___ \pagebreak ___ > ### Bonus Actions > ***Misty Step 2nd level (At will).*** The lich teleports up to 30 feet to an unoccupied space that it can see. > > ***Fake Visage (Recharge 5-6).*** The lich becomes invisible as a perfect illusory double of themselves appears in the last spot they were visible. The effect remains until the double is destroyed, the lich attacks or casts a spell, or until the start of the lich's next turn. The double moves as if it were the lich, though it cannot take actions. The double has an AC of 17. If an attack hits the double, the double is destroyed and the lich becomes visible. The double can also be destroyed be taking any damage, if the damage is not poison or psychic. > >### Reactions > ***Shield 1st level (Recharge 4-6).*** Upon being hit by an attack, or targeted by a cantrip or 1st level spell, the lich creates an invisible barrier to protect itself. Until the start of the lich's next turn, it has a +5 bonus to AC, including against the triggering attack, and the lich can't be affected by spells of 1st level or lower, unless the lich chooses to be. > > ***Counterspell 3rd level (Recharge 6).*** The lich attempts to interrupt a creature casting a spell that it can see within 60 feet. If the creature is casting a spell of 3rd level or lower, the spell fails and has no effect. If it is 4th level or higher, the lich makes an ability check using its intelligence (+5). The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. > ### Legendary Actions > The lich has 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. > > ***Magic Missile 1st level.*** The lich hits a creature within 120 feet that it can see with three magic darts. The target takes 10 (3d4 + 3) force damage. > > ***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 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. \columnbreak > ##### Lair Actions > A lich encountered in its lair has a challenge rating of 23 (50,000 XP). > > On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row: > > ***Spell Recovery.*** The lich rolls a d8 as if it where it were the d6 to recharge its *Recharge X-Y* abilities. A roll of 7 is counted the same as a 6. A roll of 8 allows the lich to immediately recharge Finger of Death. > > ***Negative Transference.*** 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. > > ***Spirits of Death.*** 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. ___
**Art Credit**
Lich
Monster Manual (p.202)
Wizard's of the Coast
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