{{monster,frame
## Lich
*Medium Undead, Neutral Evil*
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**Armor Class** :: 20 (natural armor)
**Hit Points** :: 315 (42d8 + 126)
**Speed** :: 30 ft., swim 15 ft., climb 15 ft., crawl 15 ft.
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|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|11 (+0)|16 (+3)|16 (+3)|21 (+5)|14 (+2)|16 (+3)|
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**Skills** :: Arcana +19, History +12, Insight +9, Perception +9
**Damage Resistances** :: Cold, Lightning
**Damage Immunities** :: Necrotic, Poison
**Condition Immunities** :: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
**Senses** :: passive Perception 19, truesight 120 ft., passive Perception 19
**Languages** :: All
**Challenge** :: 21 (33,000 XP)
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***Legendary Resistance (4/Day, or 5/Day in Lair).*** If the lich fails a saving throw, it can choose to succeed instead.

***Spirit Jar.*** 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.
### Actions
***Eldritch Burst.*** Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. 31 (4d12 + 5) Force damage.

***Multiattack.*** The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.

***Paralyzing Touch.*** Melee Attack Roll: +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.

***Spellcasting.*** The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):

- **At Will:** Detect Magic, Detect Thoughts, Dispel Magic, Fireball, Invisibility, Lightning Bolt, Mage Hand, Prestidigitation
- **2/Day Each:** Animate Dead, Dimension Door, Plane Shift
- **1/Day Each:** Chain Lightning, Finger of Death, Power Word Kill, Scrying
### Reactions
***Protective Magic.*** The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
### Legendary Actions
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. Lich regains spent Legendary Actions at the start of its turn.

***Deathly Teleport.*** 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.

***Disrupt Life.*** Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action again until the start of its next turn.

***Frightening Gaze.*** The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn.
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