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Uthryn Baelor (Modified Lich) CR: 21

Medium undead, true evil
Armor Class: 21
Hit Points: 135
Speed:

STR

11 +0

DEX

16 +3

CON

16 +3

INT

20 +5

WIS

14 +2

CHA

16 +3

Saving Throws: CON +13, INT +15, WIS +12, CHA +6, STR +3, DEX +6
Skills: Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances: Cold, Lightning
Damage Immunities: Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 ft., Passive Perception 19
Languages: Common, Undercommon, Celestial, Draconic, Sylvan, Primordial
Challenge Rating: 21 ( 33,000 XP)
Proficiency Bonus: +7

The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +16 to hit with spell attacks). The lich has the following wizard spells prepared:   Cantrips (at will): mage hand, prestidigitation, ray of frost   1st level (4 slots): detect magic, magic missile, shield, thunderwave   2nd level (3 slots): acid arrow, detect thoughts, invisibility, 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   9th level (1 slot): power word kill

At will: mage hand, prestidigitation, ray of frost


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.   Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

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 non-undead 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.

Usual Tactics

Will rely on glyphs set up all over his tower with the following spells (Cloudkill + Wall of Force) (Counterspell to go off on 5th level or higher spells) (Feeblemind Glyphs) (Protective Counterspells for Feeblemind) (Planeshift Glyphs)   Shield Guardians guard the lich Iron Golems will also guard the lich

Uthryn Baelor, a powerful wizard who has been alive for who knows how long at this point. Not to be taken lightly, he wields an insane amount of power at his fingertips. Magical Items include:
  • Staff of Power (+2 bonus to Armor Class, saving throws, and spell attack rolls.) (20 charges for spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
  • Robe of the Archmagi (If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2.)
  • Ring of Protection (+1 to AC and Saving throws)

Created by

LieutenantWalrus.

Statblock Type

Monster

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