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Lich 5e: Stats, Spells and Running an Undead Archmage
A lich is a CR 21 undead wizard (33,000 XP) and one of the few SRD monsters built to fight an entire level 17 to 20 party alone. The 2014 lich has AC 17, 135 hit points and a full 18th-level wizard spell list with slots up to 9th level. The 2024 lich is a different machine: AC 20, 315 hit points, a three-attack Multiattack built on Eldritch Burst and a Paralyzing Touch with no save, at-will 5th-level Fireball and Lightning Bolt, and a reaction that casts Counterspell or Shield. Both come back from destruction in 1d10 days, through a phylactery in 2014 or a spirit jar in 2024.
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.
Spellcasting.The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
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
Turn Resistance.The lich has advantage on saving throws against any effect that turns undead.
Actions
Paralyzing Touch.Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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 living 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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
The 2014 lich is a spell list with hit points attached. Its own action, Paralyzing Touch, is a +12 melee spell attack for 10 (3d6) cold damage plus a DC 18 Constitution save against Paralysis for up to a minute. Everything else that matters runs through its prepared spells at DC 20 and +12 to hit.
Its defenses are thin for its CR. A level 17 party can strip 135 hit points behind AC 17 in a round or two, and immunity to nonmagical bludgeoning, piercing and slashing matters little once the party carries magic weapons. What keeps it alive is the spell list: Shield (four 1st-level slots), Counterspell, Mirror Image, Invisibility, Dimension Door and Globe of Invulnerability, plus three Legendary Resistances.
It also has a fixed budget: one slot each of 6th through 9th level, so one Power Word Kill, one Dominate Monster or Power Word Stun, one Finger of Death or Plane Shift, and one Disintegrate or Globe of Invulnerability. After those four turns it's down to 5th-level slots and below.
The Lich in the 2024 Rules
The 2024 lich (SRD 5.2.1) keeps the name, CR and XP and rebuilds almost everything else.
Lich
Medium Undead (Wizard), Neutral Evil
Armor Class 20
Initiative +17 (27)
Hit Points 315 (42d8 + 126)
Speed 30 ft.
STR
11 (+0)save +0
DEX
16 (+3)save +10
CON
16 (+3)save +10
INT
21 (+5)save +12
WIS
14 (+2)save +9
CHA
16 (+3)save +3
Skills Arcana +19, History +12, Insight +9, Perception +9
Challenge 21 (XP 33,000, or 41,000 in lair; PB +7)
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):
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.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014 Lich
2024 Lich
AC / HP
17 / 135 (18d8 + 54)
20 / 315 (42d8 + 126)
Initiative
+3
+17
Main attack
Paralyzing Touch: 10 cold, DC 18 Con save or Paralyzed up to 1 minute
Multiattack: 3 attacks, Eldritch Burst (31 force, 120 ft.) or Paralyzing Touch (15 cold, Paralyzed until its next turn, no save)
Spells
18th-level wizard with slots
At will: Fireball and Lightning Bolt (level 5 versions), Dispel Magic, Invisibility and more. 2/day: Animate Dead, Dimension Door, Plane Shift. 1/day: Chain Lightning, Finger of Death, Power Word Kill, Scrying
Reaction
Only by casting Shield or Counterspell from slots
Protective Magic: casts Counterspell or Shield, no daily limit
Legendary Resistance
3/day
4/day (5 in lair)
Legendary actions
3: Cantrip (1), Paralyzing Touch (2), Frightening Gaze (2), Disrupt Life 6d6, DC 18 (3)
3 (4 in lair): Deathly Teleport, Disrupt Life 9d6, DC 20, Frightening Gaze (casts Fear)
No Turn Resistance; Neutral Evil; Undead (Wizard); XP 41,000 in lair
What changes at the table:
•It survives round one. 315 hit points behind AC 20 is well over double the 2014 lich's durability before Shield even comes up.
•It no longer runs out. Fireball and Lightning Bolt at 5th level (10d6, average 35, DC 20) and Dispel Magic are at will. The 2014 lich spends a slot every turn.
•Paralyzing Touch got meaner. No save. A hit means the target is Paralyzed until the start of the lich's next turn. More on why that's deadly below.
•Every legendary action costs one use. In 2014, Disrupt Life cost all three actions. In 2024 it costs one but can be used once per round, alongside a Fear and a Deathly Teleport.
•Turn Resistance is gone, although a CR 21 creature with Wisdom +9 still shrugs off most Turn Undead attempts.
Phylactery vs Spirit Jar: What the SRD Says
2014 (Rejuvenation trait): 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.
2024 (Spirit Jar trait): 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.
That is everything either SRD says. Neither gives the object's AC, hit points, appearance or location, how it's made, or how to destroy it. Other books add lich lore, but none of it is in the SRD, so the object's rules are yours to set. Decide three things before the campaign reaches the lich: where the object is, what destroys it, and how the party can learn about it.
The two wordings change play in one concrete way. The 2014 lich reforms next to its phylactery. Move the phylactery and you move where the lich comes back. A party that steals it and carries it home has brought the lich with them in 1d10 days. The 2024 lich always reforms in its lair, wherever the jar is. Stealing the spirit jar doesn't move the lich's return point; the party has to destroy it or keep it out of reach.
How the Lich Fights
The lich has Intelligence 20 or 21 and should play like it. Detect Thoughts and Scrying (both editions) let it learn the party's plans before the fight. It fights in a room it chose and leaves when it's losing.
The 2024 lich: the paralysis combo
The 2024 Multiattack lets the lich mix three attacks in any order. Lead with Paralyzing Touch and the other two attacks change completely.
Against AC 18, the lich's +12 hits on a 6 or higher (75%). If the Touch lands, the target is Paralyzed: attack rolls against it have Advantage, and any hit from within 5 feet is a critical hit. The lich is within 5 feet, because Paralyzing Touch has a 5-foot reach. So the next two attacks are melee Eldritch Bursts:
•Hit chance with Advantage: 1 - (0.25 x 0.25) = about 94%.
•Damage on an automatic crit: 8d12 + 5, average 57.
•Expected damage from both: about 107, plus 15 from the Touch.
That is roughly 120 damage to one character in one action. The paralysis lasts until the start of the lich's next turn, so any of the lich's allies who attack the target in between also get Advantage and automatic crits from within 5 feet, and the target automatically fails Dexterity saves against a Fireball. The party's answer is to keep the lich at range, which is why it also has Deathly Teleport and Dimension Door.
At range, three Eldritch Bursts against AC 18 average about 70 damage (3 x 31 x 0.75). Against a clustered party, an at-will Fireball deals 35 to everyone in a 20-foot radius who fails a DC 20 Dexterity save and 17 to those who succeed.
Legendary actions, 2024
The lich gets 3 uses (4 in its lair) after other creatures' turns:
•Deathly Teleport: 60 feet away, and 11 (2d10) necrotic damage to everyone within 10 feet of where it was. It's an escape and an area attack at once. Use it right after the fighter closes in.
•Disrupt Life: DC 20 Constitution save for every non-undead creature in 20 feet, 31 (9d6) necrotic damage on a failure, half on a success. Once per round.
•Frightening Gaze: casts Fear (DC 20 Wisdom, 30-foot cone). Frightened characters drop what they're holding and run. Once per round.
A full round in the lair is Teleport, Disrupt Life, Fear and a second Teleport, spread across the party's turns.
The 2014 lich: spend slots in order
With few hit points and one big spell per turn, the 2014 lich lives or dies on the order of its turns:
•Before the fight: if it knows the party is coming, Mirror Image and Invisibility are already up.
•Round 1: Power Word Stun (8th level) on the character most likely to Counterspell, if that character has 150 hit points or fewer. A stunned caster can't take reactions.
•Round 2: Power Word Kill (9th) on anyone at 100 hit points or fewer, often a level 17 wizard or sorcerer at full health.
•Rounds 3 and 4: Disintegrate, Finger of Death (a humanoid killed rises next turn as a zombie under its command) or Globe of Invulnerability if the party's casters are winning.
•Reactions: Shield whenever an attack would hit (four 1st-level slots), Counterspell for anything 5th level or higher.
Spend legendary actions on Paralyzing Touch (2) against anyone in melee, Ray of Frost (1), or Disrupt Life (all 3) when several characters stand within 20 feet.
When to leave
Both versions carry Plane Shift and Dimension Door. A lich at a quarter of its hit points with no Legendary Resistances left has no reason to die here. It leaves, and the party now has an enemy who knows their spells.
Running a Lich Encounter
A lich is worth 33,000 XP (41,000 XP in its lair under the 2024 rules). The 2024 budget for four characters:
Party
Low
Moderate
High
A lich alone is
4 level 17 characters
18,000
28,800
46,800
High
4 level 18 characters
20,000
34,800
56,800
Moderate (33,000 of the 34,800 Moderate budget); High in the lair
4 level 20 characters
25,600
52,800
88,000
Moderate
To fill a High budget at level 17 (46,800), a lich in its lair (41,000) plus four wights (2,800) comes to 43,800. A lich plus a CR 15 mummy lord (13,000) comes to 46,000 outside the lair.
Under the 2014 Dungeon Master's Guide guidelines, which our encounter calculator uses, one lich against four level 17 characters is a Hard encounter (33,000 XP against a Deadly threshold of 35,200). Against four level 20 characters it is Medium, just short of the 34,000 Hard threshold.
A lone boss still acts on one initiative count. Against five or six characters, give the 2014 lich a few minions so it isn't stunlocked, or use the 2024 lich, whose 315 hit points and five Legendary Resistances in its lair can carry the fight alone.
How Players Beat a Lich
Strip Legendary Resistance with cheap saves. Make it spend them on spells you don't need to land, then cast the one you do.
Target Strength and Charisma. Both liches have Strength +0. Charisma is +3. Dexterity is +3 in 2014 and +10 in 2024, and Constitution, Intelligence and Wisdom are all proficient. Banishment and effects that call for Strength saves are the best bets.
Pick the right damage. Force, radiant, fire, thunder and acid are untouched. Cold and lightning are resisted. Necrotic is resisted in 2014 and does nothing in 2024. Poison does nothing in either.
Don't count on conditions. Both liches are immune to Charmed, Frightened, Paralyzed, Poisoned and Exhaustion. Stunned, Restrained, Prone, Blinded and Incapacitated all work.
Counterspell carefully. Against the 2014 lich, Counterspell needs a 9th-level slot or a DC 19 ability check to stop Power Word Kill. In 2024 it forces a Constitution save, which the lich makes at +10 and can turn with Legendary Resistance. The 2024 lich's Protective Magic counters yours with no daily limit.
Protect against instant death.Death Ward negates an effect that would kill its target instantly without dealing damage, which covers Power Word Kill on a character with 100 hit points or fewer. Cast it on the lowest-hit-point caster before the door opens.
Fight at range, spread out. The 2024 Touch-and-Burst combo needs the lich adjacent to its target. Characters out of reach force it into ranged Eldritch Bursts or Fireball, but a clustered party is Fireball and Disrupt Life territory.
Invisibility won't help. Truesight 120 feet sees invisible creatures and sees through visual illusions.
Plan the second fight. Killing the body is half the job. If the party hasn't dealt with the phylactery or spirit jar, the lich is back in 1d10 days.
Lich Encounter Ideas
The heir. A noble family has paid a lich for three generations to keep its line alive. The current heir wants out. The lich isn't hostile; it wants what it's owed. The party is hired to negotiate, and the lich opens with Detect Thoughts to learn what the heir told them.
The stolen phylactery (2014 rules). Thieves looted a tomb and sold a carved iron reliquary to a collector who has no idea what it is. Within 1d10 days a lich's body will form within 5 feet of it, in a manor full of guests. The party has to find the reliquary, get it somewhere safe, and decide what "safe" means.
The scrying sensor. For three sessions a character has felt watched. A Detect Magic in camp finally finds the invisible sensor of a Scrying spell. The lich has watched the party plan its assault. The players can plan again somewhere it can't see, or feed it a false plan on purpose.
A lich campaign spans months of real time. Loreify can record your sessions and keep campaign notes, so the clue from session 4 about the phylactery's hiding place is still there in session 30.
Frequently Asked Questions
What CR is a lich in 5e?
A lich is CR 21 in both editions and worth 33,000 XP. In the 2024 rules a lich encountered in its lair is worth 41,000 XP.
How much HP does a lich have?
The 2014 lich has 135 hit points (18d8 + 54) and AC 17. The 2024 lich has 315 hit points (42d8 + 126) and AC 20.
What is a lich's phylactery called in the 2024 rules?
The 2024 SRD calls it a spirit jar. If the lich is destroyed and has a spirit jar, it reforms in 1d10 days in its lair. In the 2014 SRD it's a phylactery, and the new body appears within 5 feet of it.
How do you kill a lich permanently?
Destroy its body and its phylactery or spirit jar. Neither SRD gives rules for destroying the object, so the DM decides what that takes. Until it's gone, a destroyed lich returns in 1d10 days with full hit points.
Can a lich cast Power Word Kill?
Yes, in both editions. The 2014 lich has one 9th-level slot for it. The 2024 lich can cast it once per day: a target with 100 hit points or fewer dies, and anyone else takes 12d12 psychic damage. Death Ward protects against the instant kill.
What's the difference between a lich and a mummy lord?
Both are undead bosses with legendary actions. The lich is a CR 21 wizard that fights with spells at range; the CR 15 mummy lord does its worst work up close, with a Rotting Fist whose curse stops the target from regaining hit points. A lich suits the final act of a level 17 to 20 campaign, a mummy lord a tomb a few levels earlier.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.