Exethanter Medium undead, any evil alignment | Armor Class | 17 | (natural armor) | | Hit Points | 99/135 | (18d8 + 54) | 72-198 | | Speed | 30 | |
| STR | DEX | CON | INT | WIS | CHA | | 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) |
Saving Throws: Con +10, lnt +12, Wis +9
Skills: Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances: cold, lightning, necrotic
Damage Immunities: poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: Truesight 120 ft., Passive Perception 19
Languages: Common plus up to five other languages
Challenge: 10 (5,900XP) or 21 (33,000 XP) 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 | 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) | | | 5th Level (3 slots) | | | 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
| | 8th Level (1 slot) | |
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. ActionsParalyzing 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 ActionsThe 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 living 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.
|