Medium Undead , Any Evil Alignment
• Armor Class: 17
• Hit Points: 135 (18d8+54)
• Speed: 30 ft.

11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)

• Saving Throws: Con +10, Int +12, Wis +9
• Skills: Arcana +18, History +12, Insight +9, Perception +9
• Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
• Resistances: cold, lightning, necrotic
• Senses: truesight 120 ft.
• Languages: Common plus up to five other languages
• Challenge: 21 (33000 XP)
• Environments: Dungeon, Ruins, Urban

• 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.


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): detect thoughts, invisibility, melf's acid arrow, 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


• 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.