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to hit with spell attacks). The lich has the following Disrupt Life (Costs 3 Actions). Each non- undead
wizard spells prepared: creature within 20 feet of the lich must make a DC
Cantrips (at will): mage hand, prestidigitation, ray of 18 Constitution saving throw against this magic,
frost taking 21 (6d6) necrotic damage on a failed save, or
half as much damage on a successful one.
1st level (4 slots): detect magic, magic missile, shield,
thunderwave
2nd level (3 slots): acid arrow, detect thoughts, Lizardfolk
invisibility, mirror image Medium humanoid (lizardfolk), neutral
3rd level (3 slots): animate dead, counterspell, dispel Armor Class 15 (natural armor, shield)
magic, fireball Hit Points 22 (4d8 + 4)
4th level (3 slots): blight, dimension door Speed 30 ft., swim 30 ft.
5th level (3 slots): cloudkill, scrying
STR DEX CON INT WIS CHA
6th level (1 slot): disintegrate, globe of invulnerability
15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2)
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun Skills Perception +3, Stealth +4, Survival +5
9th level (1 slot): power word kill Senses passive Perception 13
Turn Resistance. The lich has advantage on saving Languages Draconic
throws against any effect that turns undead. Challenge 1/2 (100 XP)
Actions
Hold Breath. The lizardfolk can hold its breath for 15
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach minutes.
5 ft., one creature. Hit: 10 (3d6) cold damage. The
target must succeed on a DC 18 Constitution saving Actions
throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, Multiattack. The lizardfolk makes two melee attacks,
ending the effect on itself on a success. each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Legendary Actions target. Hit: 5 (1d6 + 2) piercing damage.
The lich can take 3 legendary actions, choosing from Heavy Club. Melee Weapon Attack: +4 to hit, reach 5
the options below. Only one legendary action option ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
can be used at a time and only at the end of another Javelin. Melee or Ranged Weapon Attack: +4 to hit,
creature’s turn. The lich regains spent legendary reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +
actions at the start of its turn. 2) piercing damage.
Cantrip. The lich casts a cantrip. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5
Paralyzing Touch (Costs 2 Actions). The lich uses its ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its Lycanthropes
gaze on one creature it can see within 10 feet of it.
The target must succeed on a DC 18 Wisdom saving Werebear
throw against this magic or become frightened for 1 Medium humanoid (human, shapechanger), neutral
minute. The frightened target can repeat the saving good
throw at the end of each of its turns, ending the
effect on itself on a success. If a target’s saving throw Armor Class 10 in humanoid form, 11 (natural armor)
is successful or the effect ends for it, the target is in bear and hybrid form
immune to the lich’s gaze for the next 24 hours. Hit Points 135 (18d8 + 54)
Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 326

