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<title>Lich</title>
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<body>
<h1>Lich</h1>
<p><em>Medium Undead (Wizard), Neutral Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 20</li>
<li><strong>Hit Points:</strong> 315 (42d8 + 126)</li>
<li><strong>Speed:</strong> 30 ft.</li>
<li><strong>Initiative</strong>: +7 (17)</li>
</ul>
<table>
<thead>
<tr>
<th>STAT</th>
<th>SCORE</th>
<th>MOD</th>
<th>SAVE</th>
</tr>
</thead>
<tbody>
<tr>
<td>STR</td>
<td>11</td>
<td>+0</td>
<td>+0</td>
</tr>
<tr>
<td>DEX</td>
<td>16</td>
<td>+3</td>
<td>+10</td>
</tr>
<tr>
<td>CON</td>
<td>16</td>
<td>+3</td>
<td>+10</td>
</tr>
<tr>
<td>INT</td>
<td>21</td>
<td>+5</td>
<td>+12</td>
</tr>
<tr>
<td>WIS</td>
<td>14</td>
<td>+2</td>
<td>+9</td>
</tr>
<tr>
<td>CHA</td>
<td>16</td>
<td>+3</td>
<td>+3</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Resistances</strong>: Cold, Lightning</li>
<li><strong>Immunities</strong>: Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned</li>
<li><strong>Skills</strong>: Arcana +19, History +12, Insight +9, Perception +9</li>
<li><strong>Gear</strong> Component Pouch</li>
<li><strong>Senses</strong>: truesight 120 ft.; Passive Perception 19</li>
<li><strong>Languages</strong>: All</li>
<li><strong>CR</strong> 21 (XP 33,000, or 41,000 in lair)</li>
</ul>
<h2>Traits</h2>
<p><strong><em>Legendary Resistance (4/Day, or 5/Day in Lair).</em></strong> If the lich fails a saving throw, it can choose to succeed instead.</p>
<p><strong><em>Spirit Jar.</em></strong> 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.</p>
<h2>Actions</h2>
<p><strong><em>Multiattack.</em></strong> The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.</p>
<p><strong><em>Eldritch Burst.</em></strong> <em>Melee or Ranged Attack Roll:</em> +12, reach 5 ft. or range 120 ft. 31 (4d12 + 5) Force damage.</p>
<p><strong><em>Paralyzing Touch.</em></strong> <em>Melee Attack Roll:</em> +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.</p>
<p><strong><em>Spellcasting.</em></strong> The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):</p>
<ul>
<li><strong>At Will:</strong> <em>Detect Magic</em>, <em>Detect Thoughts</em>, <em>Dispel Magic</em>, <em>Fireball</em>, <em>Invisibility</em>, <em>Lightning Bolt</em>, <em>Mage Hand</em>, <em>Prestidigitation</em></li>
<li><strong>2e/Day Each:</strong> <em>Animate Dead</em>, <em>Dimension Door</em>, <em>Plane Shift</em></li>
<li><strong>1e/Day Each:</strong> <em>Chain Lightning</em>, <em>Finger of Death</em>, <em>Power Word Kill</em>, <em>Scrying</em></li>
</ul>
<h2>Reactions</h2>
<p><strong><em>Protective Magic.</em></strong> The lich casts <em>Counterspell</em> or <em>Shield</em> in response to the spell's trigger, using the same spellcasting ability as Spellcasting.</p>
<h2>Legendary Actions</h2>
<p><strong><em>Deathly Teleport.</em></strong> The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.</p>
<p><strong><em>Disrupt Life.</em></strong> <em>Constitution Saving Throw</em>: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. <em>Failure:</em> 31 (9d6) Necrotic damage. <em>Success:</em> Half damage. <em>Failure or Success</em>: The lich can't take this action again until the start of its next turn.</p>
<p><strong><em>Frightening Gaze.</em></strong> The lich casts <em>Fear</em>, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn.</p>
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