Lich
CR 21 undead spellcaster with 315 HP, AC 20, and legendary resistance (4/day, 5 in lair). Combines Multiattack (three strikes mixing Eldritch Burst—4d12+5 force at 120 ft. or melee...
Lich. Medium undead, neutral evil.
Languages: All
Traits: Legendary Resistance (4/Day, or 5/Day in Lair); Spirit Jar
Medium undead · neutral evil
AC 20 · HP 315 · Speed 30 ft., swim 15 ft., climb 15 ft. · Initiative +17
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 11 | 16 | 16 | 21 | 14 | 16 |
| Mod | +0 | +3 | +3 | +5 | +2 | +3 |
| Save | +0 | +10 | +10 | +12 | +9 | +3 |
Skills Arcana +19, History +12, Insight +9, Perception +9 · Senses truesight 120 ft., passive Perception 19 · Challenge 21 (PB +7)
Resistances Cold, Lightning · Immunities Necrotic, Poison · Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
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
Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. 31 (4d12 + 5) Force damage.
Multiattack. The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. 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, Invisibility, Lightning Bolt, Mage Hand, Prestidigitation - **2/Day Each:** Animate Dead, Dimension Door, Plane Shift - **1/Day Each:** Chain Lightning, Finger of Death, Power Word Kill, Scrying