STATBLOCK:

Exethanter

Medium undead, any evil alignment

Armor Class17(natural armor)
Hit Points99/135(18d8 + 54) | 72-198
Speed30 

 

 

STRDEXCONINTWISCHA
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)
  • 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

8th 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

The 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.

 

ENCOUNTER BLOCK:

# +3 Exethanter [[Lich] 17 99 135 - Notes 33000 XP

Rundown:

A lich in the Amber Temple (area X27)
Was Strahd's Advisor on Magical Affairs
Doesn't remember its name or prepared spells

Description:

Character History:

Amber Temple: Becoming a Lich

Character Traits:

Ideals:
Bonds:
Flaws:

Knowledge:

DM Notes:

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