
Lich
Medium undead · CR 21 · 33,000 XP
20 AC · 315 HP
Roll the Lich
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The Lich: paralyse, then every hit is a critical
How to run it. The Lich makes three attacks a turn, any mix of Eldritch Burst (+12, 4d12 + 5 Force, melee or 120 feet) and Paralyzing Touch (+12, 3d6 + 5 Cold, and the target is Paralyzed until the start of the Lich's next turn). The combination is the point. Under the 2024 rules, any attack that hits a Paralyzed creature from within 5 feet is a Critical Hit. So: Touch first, then two Eldritch Bursts from arm's length. Each critical Burst rolls 8d12 + 5, 57 damage on average, against a target that can't move or act.
What it holds back. Its Reaction, Protective Magic, casts Counterspell or Shield, with no daily limit in the SRD 5.2.1 stat block. It has Legendary Resistance four times a day (five in its lair), three legendary action uses a round (four in its lair), and a spell list with Power Word Kill and Finger of Death once a day each.
The choice that matters for players is who stands next to it. Paralyzing Touch needs reach 5 feet, and the critical rule needs the Lich within 5 feet. Fighters who stand beside it are the ones it can paralyse and then crit. Casters at range only ever take normal Bursts.
The common mistake is killing it and calling it done. Its Spirit Jar trait says a destroyed Lich reforms in 1d10 days, with all its Hit Points, in its lair, as long as it has a spirit jar. The adventure isn't over until the jar is found.
The Counterspell duel. The Lich's Constitution save is +10. A level 17 wizard's Counterspell (DC 19) stops its spell only 40% of the time, and Legendary Resistance can turn that failure into a success. Counter it when it matters; don't expect to win every round.
The human angle. A lich is someone who refused to die. Terror management research, pooled by Burke, Martens and Faucher across 277 experiments, finds that reminders of death make people hold harder to their beliefs and their sense of self-worth. A villain built around escaping death is a story about that fear, and players feel it.
Source: Burke, B. L., Martens, A., & Faucher, E. H. (2010). Two decades of terror management theory: A meta-analysis of mortality salience research. Personality and Social Psychology Review, 14(2), 155–195. doi:10.1177/1088868309352321
Stat block
- Type
- Medium undead, neutral evil
- Armor Class
- 20
- Hit Points
- 315 (42d8 + 126)
- Speed
- 30 ft.
- Challenge
- 21 (33,000 XP), proficiency +7
- Resistances
- cold, lightning
- Immunities
- necrotic, poison
- Condition immunities
- Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses
- truesight 120 ft., passive perception 19
- Languages
- All
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 | 16 | 16 | 21 | 14 | 16 |
Lich odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Eldritch Burst (+12) | 95% 30.8 dmg | 95% 30.8 dmg | 90% 29.2 dmg | 85% 27.7 dmg | 75% 24.6 dmg | 65% 21.5 dmg |
| Paralyzing Touch (+12) | 95% 15.3 dmg | 95% 15.3 dmg | 90% 14.5 dmg | 85% 13.7 dmg | 75% 12.2 dmg | 65% 10.6 dmg |
Lich hit points
The stat block uses the average, 315. Rolled, 42d8 + 126 lands anywhere from 168 to 462.
| Hit points | Chance |
|---|---|
| 242 or more | >99% |
| 315 or more | 51% |
| 389 or more | <1% |
| 433 or more | <1% |
Traits
Legendary Resistance. If the lich fails a saving throw, it can choose to succeed instead.
Spirit Jar. If destroyed, the lich reforms in 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 () Force damage.
Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 () 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):
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
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 () 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 () 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.
Other CR 21 monsters
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.