Monster Manual 5E

(Nancy Kaufman) #1

202


Medium undead, any evil alignment

Armor Class 17 (na tural armor)
Hit Points 135 (18d8 +54)
Speed 3 0ft.

STR
11 (+0)

DEX
16 (+3)

CON
16 (+3)

INT
20 (+5)

Saving Throws Con +10, lnt +12, Wis + 9

WIS
14 (+2)

CHA
16 (+3)

Skills Arcana +18, His tory +12, Insight +9, Pe rception +9
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and
slas hing from nonmagical weapons
Condition Immunities c harmed, e xhaustion, frightened,
paralyzed, poisoned
Senses t ruesight 120 ft., passive Perception 19
Languages Common plus up to five other la nguages
Challenge 21 (33, 000 XP)

Legendary Resistance (3JDay). If the lich fails a saving t hrow, it
can choose to succeed instead.
Rejuvenation. If it has a phylacte ry, a destroyed lich gains
a new body i n 1d10 days , regaining all its hit points and
becoming active again. The new body appea rs within 5 feet of
th e phylacte ry.

Spel/casting. The lich is an 18th-level s pellcaster. Its
s pellcasting ability is Intelligence (spell save DC 20 , +12
to hit with spell attacks). The lich has t he following wizard
s pells pre pared:
Ca ntrips (at will): mage hand, prestidigitation, ray of frost
1 st level (4 slots): detect magic, magic missile, shield,
thunderwave
2nd level (3 slots): detect t houghts, i nvisibility, Me/f's acid arrow,
mirror image
3rd level (3 s lots): animate dead, counterspell, dispel
magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): c/oudki/1, scrying
6t h 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 advant age on saving t hrows
against an y effect that tu rns undead.

Paralyzing Touch. Melee Spell Attack:+ 12 to hit , reach 5 ft ., one
creature. Hit: 10 (3d6) cold damage. The target must s ucceed
on a DC 18 Constitution saving throw or be paralyzed for 1
minute. The t arget ca n repeat the saving throw at the end of
each of its t urns, e nding the effect on itself on a success.

LEGENDARY ACTIONS
The lich can t ake 3 legendary actions, ch oosing from the
o ptions 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 sta rt of its t urn.
Cantrip. The lich cast s a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its
Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The l ich fixes its gaze on
one creat ure it ca n see within 10 feet of it. The t arget must
s ucceed on a DC 18 Wisdom saving t hrow against t his magic
or become frighte ne d for 1 minute. The frightened t arget can
repeat t he saving throw at the end of each of its t urns, e nd ing
th e effect o n itself on a success. If a ta rget 's saving t hrow is
successful or t he effect e nds for it, the target is immune to
the l ich's gaze fo r t he next 24 hours.
Disrupt Life (Costs 3 Actions). Each living creature wit hin 20
feet of t he lich must make a DC 18 Const itution saving t hrow
against this magic, t aking 21 (6d6) necrotic damage on a
failed save, o r half as much damage on a su ccessful one.
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