Lich [1/3]Undead · CR 21
Lich [1/3]Medium Undead (Wizard), Neutral Evil
STR11+0DEX16+3CON16+3INT21+5WIS14+2CHA16+3
AC20HP315CR21SPD30 ft.
TRAITS

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.

Lich [2/3]Undead · CR 21
Lich [2/3]Medium Undead (Wizard), Neutral Evil
ACTIONS
Multiattack

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

Eldritch Burst

Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.

Paralyzing Touch

Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich’s next turn.

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
Legendary Action Uses: 3 (4 in Lair)

Immediately after another creature’s turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its

Lich [3/3]Undead · CR 21
Lich [3/3]Medium Undead (Wizard), Neutral Evil
LEGENDARY ACTIONS (cont.)
Legendary Action Uses: 3 (4 in Lair) (cont.)

turns.

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.

Lich [1/4]
Medium Undead (Wizard), Neutral Evil
21
20Armor Class
315Hit Points
30 ft.Speed
STR11+0
DEX16+3
CON16+3
INT21+5
WIS14+2
CHA16+3

Initiative. +17

Senses. Truesight 120 ft.; Passive Perception 19

Resistances. Cold, Lightning

Immunities. Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Gear. Component Pouch

Languages. All

Traits

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

Undead
Monster card
Lich [2/4]
Medium Undead (Wizard), Neutral Evil
21
20Armor Class
315Hit Points
30 ft.Speed
STR11+0
DEX16+3
CON16+3
INT21+5
WIS14+2
CHA16+3

Traits (cont.)

an unoccupied space within the lich’s lair.

Actions

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

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

Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 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 (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand,

Undead
Monster card
Lich [3/4]
Medium Undead (Wizard), Neutral Evil
21
20Armor Class
315Hit Points
30 ft.Speed
STR11+0
DEX16+3
CON16+3
INT21+5
WIS14+2
CHA16+3

Actions (cont.)

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

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.

Deathly Teleport. The lich teleports up to 60 feet to an

Undead
Monster card
Lich [4/4]
Medium Undead (Wizard), Neutral Evil
21
20Armor Class
315Hit Points
30 ft.Speed
STR11+0
DEX16+3
CON16+3
INT21+5
WIS14+2
CHA16+3

Legendary Actions (cont.)

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.

Undead
Monster card

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Lich — printable monster card

Medium Undead (Wizard), Neutral Evil

  • CR 21
  • Undead
  • Medium

Full stat block

Armor Class
20
Hit Points
315
Initiative
+17
Speed
30 ft.
Senses
Truesight 120 ft.; Passive Perception 19
Resistances
Cold, Lightning
Immunities
Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Gear
Component Pouch
Languages
All
Challenge Rating
21 (33,000 XP)
Proficiency bonus
+7
Saving throw proficiencies
Dexterity, Constitution, Intelligence, Wisdom
Skill proficiencies
History, Insight, Perception, Arcana (expertise)
Ability scores
STR DEX CON INT WIS CHA
11 +0 16 +3 16 +3 21 +5 14 +2 16 +3

Traits

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

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

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

Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 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 (level 5 version), Invisibility, Lightning Bolt (level 5 version), 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

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.

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.

See also