Kassoon

Lich

Lich

Medium undead, any evil alignmentMedium undead, any evil alignment
Armor Class 17 (natural armor)17 (natural armor)
[~<13]
+/-/*
Hit Points 135 (18d8+54)135 ([18d8+54])
[~1-6]
Speed 30 ft.30 ft.

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

Token URL:
Saving Throws Con +10, Int +12, Wis +9 Con [+10], Int [+12], Wis [+9]
Skills Arcana +19, History +12, Insight +9, Perception +9 Arcana [+19], History [+12], Insight [+9], Perception [+9]
Damage Vulnerabilities
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19truesight 120 ft., passive Perception 19
Languages Common plus up to five other languagesCommon plus up to five other languages
PB +7
Challenge 21 (33,000 XP)

[+instructions]

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:










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.

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

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

[b]Rejuvenation.[/b] 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.

[b]Turn Resistance.[/b] The lich has advantage on saving throws against any effect that turns undead.

Actions

[~Hit +2, DC <13, DPR 0-1]

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.

[b]Paralyzing Touch.[/b] 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 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.

Lair Actions

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:

  • 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.
The Lich can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

[b]Cantrip.[/b] The lich casts a cantrip.

[b]Paralyzing Touch (Costs 2 Actions).[/b] The lich uses its Paralyzing Touch.

[b]Frightening Gaze (Costs 2 Actions).[/b] 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.

[b]Disrupt Life (Costs 3 Actions).[/b] 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.

[big]Lair Actions[/big]

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:

[*]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.
 

Details

 
Source Monster Manual pg 202
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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