Lich
Medium Undead, any evil alignment
33,000 XP
Special Abilities
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.
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:
* 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, 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
Turn Resistance
The lich has advantage on saving throws against any effect that turns undead.
Actions
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
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.
Quick Reference
Running This Encounter
A lich is a devastating solo boss or anchor for a deadly encounter. Position it in a prepared sanctum with multiple escape routes and defensive positions, allowing it to leverage legendary actions and spellcasting. Use its phylactery as a story element—destroying it should be part of the victory condition. Control the battlefield with difficult terrain, minions, or magical hazards that benefit an undead spellcaster.
Combat Tactics
The lich prioritizes crowd control and damage spells (fireball, finger of death, power word stun) while using Parry to mitigate melee damage. It relocates using misty step or teleportation, targeting isolated party members and keeping distance from martial characters. Use its legendary actions to cast cantrips defensively or reposition, and invoke Rejuvenation if defeated—forcing players to seek its phylactery.
Environment & Setting
Ancient towers, crypts, wizard academies, or isolated sanctums filled with arcane wards and undead servants. Multi-level chambers with pillars, magical traps, and scrying pools enhance the lich's tactical advantage.