Lich 5e
The lich is a Medium undead spellcaster of challenge rating 21 (33,000 XP, 41,000 in its lair). In the 2024 rules it has AC 20 and 315 hit points, makes three attacks a turn with Eldritch Burst for 31 (4d12 + 5) force or Paralyzing Touch, and casts Fireball at will and Power Word Kill once a day.
Press a button to roll for the lich.
Lich stat block
Medium Undead, Neutral evil
| Armor Class | 20 |
| Hit Points | 315 (42d8 + 126) |
| Speed | 30 ft. |
| Challenge | 21 (33,000 XP; proficiency bonus +7) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 16 (+3) | 21 (+5) | 14 (+2) | 16 (+3) |
- Saves and skills: DEX +10, CON +10, INT +12, WIS +9, Arcana +19, History +12, Insight +9, Perception +9
- Resistances: cold, lightning
- Damage immunities: necrotic, poison
- Condition immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses: Truesight 120 ft., Passive Perception 19
- Languages: All
Traits
Legendary Resistance. 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, Invisibility, Lightning Bolt, 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
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.
How to run the lich
It got much tougher: The 2014 lich was a glass cannon with 135 hit points and spell slots to manage. The 2024 lich has 315 hit points, AC 20, and three attacks every turn. Eldritch Burst works at 120 feet, so three of them average 93 force damage on whoever it dislikes most, with no slots spent. Fireball and Lightning Bolt are at will, so it never has to save its best spells.
The nasty combo: Paralyzing Touch needs no save: a hit paralyzes the target until the start of the lich's next turn. Its next two attacks that turn are Eldritch Bursts from 5 feet, and hits against a paralyzed creature within 5 feet are automatic crits, so each one averages 57 (8d12 + 5). That is about 130 damage on one character if everything lands. If the target is already at 100 hit points or fewer, it can just cast Power Word Kill instead.
How to beat a lich: It has one reaction for Shield or Counterspell, so bait it with a decent spell before the one that matters. Its Charisma save is only +3, and it is not immune to radiant damage. Expect four Legendary Resistances (five in its lair), and plan a quest for the spirit jar: destroy the body without it and the lich reforms in 1d10 days. Use the initiative tracker to keep its legendary actions honest.
Lich: 2014 vs 2024
| 2014 Monster Manual | 2024 Monster Manual / SRD 5.2 | |
|---|---|---|
| Armor Class and hit points | AC 17, 135 (18d8 + 54) | AC 20, 315 (42d8 + 126) |
| Attacks | Paralyzing Touch 10 (3d6) cold, DC 18 Constitution save or paralyzed for 1 minute | Three attacks: Eldritch Burst 31 (4d12 + 5) force or Paralyzing Touch 15 (3d6 + 5) cold, paralyzed until its next turn with no save |
| Spellcasting | 18th-level wizard with spell slots | Fireball, Lightning Bolt, Dispel Magic and more at will; Power Word Kill and Finger of Death 1/day; Counterspell or Shield as a reaction |
| Revival | Rejuvenation via a phylactery | Spirit Jar; reforms in its lair in 1d10 days |
| Defenses | Resists necrotic; immune to poison and nonmagical weapon damage | Immune to necrotic and poison; resists cold and lightning |
| Legendary Resistance | 3/day | 4/day (5/day in its lair) |
Lich FAQ
How many hit points does a lich have in 5e?
A lich has 315 hit points (42d8 + 126) in the 2024 rules. The 2014 lich had only 135 (18d8 + 54).
What CR is a lich?
Challenge rating 21, worth 33,000 XP, in both rule sets. In the 2024 rules it is worth 41,000 XP in its lair.
How do you kill a lich permanently?
Destroy its spirit jar (its phylactery in the 2014 rules). As long as the jar survives, a destroyed lich returns with full hit points in 1d10 days.
Can a lich be paralyzed or frightened?
No. It is immune to the charmed, exhaustion, frightened, paralyzed and poisoned conditions in both editions.
Related
- Fireball 5e
- Counterspell 5e
- Wight 5e
- All D&D monsters
Monsters of similar challenge
- Ancient Brass Dragon (CR 20)
- Ancient White Dragon (CR 20)
- Pit Fiend (CR 20)
- Ancient Black Dragon (CR 21)
- Ancient Copper Dragon (CR 21)
- Solar (CR 21)
- Ancient Bronze Dragon (CR 22)
- Ancient Green Dragon (CR 22)
Rules are summarised in our own words; monster stat blocks are reproduced from the SRD. This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License. Card icons by Lorc and Delapouite from game-icons.net, licensed under CC BY 3.0.
Wizards of the Coast LLC is the trademark holder for Dungeons & Dragons, Wizards of the Coast, and their respective logos worldwide.
Wizards of the Coast LLC does not support, endorse, approve, or have any affiliation with DnD Dice Roller. According to the Wizards of the Coast LLC's Fan Site Policy, DnD Dice Roller may use its trademarks and other intellectual property. Please visit Wizards of the Coast's website at www.wizards.com if you want additional information about the company, its trademarks, or other intellectual property.
Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.