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ew can bear the sting of death, and yet fewer still Liches Lore
can refuse death when it comes. Even of those
with the power to do so, many balk at the Arcana DC 15: The greatest feat of necromancy is that of the
sacrifices required, find at the end their ambition transformation to lichdom; the seamless passage from life to
or obsession insufficient when weighed upon undeath in which a mage retains its full potency and mental
death's scales. faculties. Though the route is fraught, those who acheve the
Those who pass through these trials are status of lich are made secure from aging and destruction,
known as Lich, reborn in undeath with all their living able to endure any sort of peril without fear as they pursue
faculties and more, with the vast knowledge of ages and whatever obsession drove them to undeath.
strength of immortality. History DC 10: Many of history's greatest terrors have
The spiritually cowed look upon the lich in disgust and sought lichdom of one form or another, whether publicly or in
confusion, wondering why a mage would not seek a less secret, as it is among the surest ways of avoiding death, and
costly form of preservation, yet no means are sufficient to few but the truly megalomaniacal have such lofty ambitions
those who meet their fear of death honestly. Liches pass that the centuries of a mere archmage's life are insufficient to
through those gates upon their journey, find them wanting, achieve.
and seek deeper magics. Religion DC 15: There are many paths to lichdom, though
The lich gazes unscaled at the true monstrosity of death, the seals upon some of the magics required are too great to
knows it for the invincible terror that it is. Archmages with be overcome by mortal mages, typically requiring the
their clones and wishes and true polymorphs are simply assistance of one of the greater dark powers. A lich's powers
another flavor of common coward, doomed for imagining are derived in combination from its abilities in life and the
themselves masters of eternity. means by which it sought undeath, so discovering either of
those facts can lend insight for those who wish to oppose
them.
Eldritch Lich Lore
Arcana DC 20: The eldritch lich contains within its withered
form a parasitic creature from the far realm whose intrusion
onto the material warps reality around it in horrifying ways.
Shortly after its host is destroyed, the parasite will depart
beyond the reach of mortal pursuit to restore the lich if not
immediately extracted and destroyed.
Religion DC 20: Eldritch lichdom is, nearly by definition, not
well understood even by the most learned sages, but it is
thought that the far realm parasites to which these mages
enter into covenant with are merely extentions of some
greater and still more incomprehensible elder evil, extending
its dread will from beyond the bounds of what the sane may
aprehend.
Eldritch Lich Tactics
Eldritch liches attack a different creature each turn with their
Touch of the Far Realm, using their legendary actions
evasively, with the last one saved to teleport to an enemy it
hasn't hit yet. Once it has affected at least two foes with its
Touch of the Far Realm, it starts using Detestable Clarion
each round, and swapping in Unspeakable Insight, targeting
creatures with reduced Wisdom. It uses Foetid Fusation only
if reliably caught in melee, and tries to fuse a melee PC with
a ranged-focused one, then focuses all its attacks on the fused
creature.
It typically uses its reaction for opportunity attacks
provoked by Unbearable Glimpse early in the fight, then
saves it for Psychic Rebound once it determines who the
party's heavy hitters are. It targets the creature with the
highest Wisdom score with its Batrachian Metamorphosis. Fungal Lich Lore
Arcana DC 20: The greatest dangers of a fungal lich are
their ability to colonize a space, spreading spore-borne rot
that spirals out of control if not quickly burned away, and the
multitude of fungal infirmities they inflict through the spores
they shed constantly.
Religion DC 20: Fungal liches were once thought to be
solely the providence of Zuggtmoy, the demon queen of rot,
granted as a grim reward to the most loyal of her exarchs.
Reports have surfaced, however, of the possiblity that certain
druidic circles have achieved an analogue to her ritual
independantly.
Fungal Lich Tactics
The fungal lich tries to spread out its Sprouting Doom,
centering it on the creature furthest from another area of it,
and tries to hit each creature with its Demonrot Barbs at
least once to strip away Poison resistance/immunity, starting
with creatures armed for melee. It uses its Sudden Wasting
whenever available, targeting the least-injured creature in the
early portions of the fight, or itself once reduced below 1/2 its
hit points. Once it is sure its foes can't resist its poison, it
Brittle Lung. Whenever an infected creature speaks
or performs the verbal components of a spell, it
begins giving spellcasters disadvantage on CON saves and
must succeed on a DC 21 Constitution saving closes to melee with them, hoping to infect them with Brittle
throw or be unable to speak or breathe until it Lung.
takes an action to catch its breath. A creature that WIth its legendary actions, it prioritizes Horrid Growth if it
fails this save by 5 or more instead loses the ability has available targets that aren't grappled, or Parasitic Ruin
to speak or breathe for 2d4 minutes. otherwise, using its Sporeflight only to escape a melee just
before its turn.
Eldritch Lich Unspeakable Insight (3rd Level Spell). One creature
within 120 feet that the lich can see must succeed on
Medium aberration/undead, any evil alignment
a DC 17 Wisdom saving throw or gain 20 temporary
Armor Class 17 (Natural Armor) hit points.
Hit Points 165 (22d8 + 66) While a creature has any of these temporary hit points,
Speed 30 ft., fly 30 ft. (hover) its Intelligence score increased by 5, to a maximum of
25. At the end of its turn, a creature loses all of these
temporary hit points and takes psychic damage equal
STR DEX CON INT WIS CHA to twice the temporary hit points lost.
11 (+0) 18 (+3) 16 (+3) 19 (+4) 14 (+2) 12 (+1) Foetid Fusation (Recharge 5-6, 8th Level Spell,
Concentration). Each creature within 60 feet of the
Saving Throws INT +9, WIS +7 lich's choice must make a DC 17 Charisma saving
Skills Arcana +14, Perception +7 throw. Each creature that failed has its initiative
Damage Resistances All but Force and Psychic reduced to 0, then teleports to an unoccupied space
Damage Immunities Necrotic, Poison that the lich can see within 60 feet.
Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Poisoned, Turned The lich may teleport any two creatures that failed this
Senses Truesight 120 ft., Passive Perception 17 save into the same space, fusing them together into a
Languages Common, Deep Speech, Telepathy 120 ft. single malformed body for the next minute.
Challenge 15 (13,000 XP) While fused, creatures act on the same turn, and only
one of them may use movement, use a bonus action,
Far Realm Parasite. The lich's body harbors a far realm or take reactions in a turn. Whenever one of them takes
parasite which safeguards its consciousness. If the lich damage, the other takes the same damage, and up to
is incapacitated, the parasite can be extracted with a one of the creatures may repeat this saving throw at
successful DC 16 Strength (Medicine) check, at which the end of their turn, ending the effect and moving to
point it can be attacked and damaged (AC 14; 50 HP). the nearest unoccupied space on a success.
If the lich starts its turn with 0 hit points, its body
implodes and the parasite Plane Shifts (7th Level Spell) Reactions
to the Far Realm, creating a new body for the lich in Psychic Rebound (3rd Level Spell). As a reaction to
1d10 days. taking damage from an attack, the lich forces the
Impossible Angles. The space in a 10 foot radius around attacker to succeed on a DC 17 Intelligence saving
the lich is difficult terrain for non-aberrations, as the throw or take an equal amount of psychic damage.
lich's presence warps it into incomprehensible Batrachian Metamorphosis (1/Day, 9th Level Spell). As a
geometries, additionally causing the following effects: reaction to being reduced below 83 hit points, the lich
A non-aberration creature that starts its turn in the forces one creature it can see within 30 feet to make a
area, or enters it for the first time on a turn, must DC 17 Constitution saving throw. On a failed save, the
succeed on a DC 16 Wisdom saving throw or take creature's flesh begins to roll in upon itself as the
1d10 psychic damage and be Poisoned until the creature's body slowly turns itself inside out, gaining
beginning of its next turn. vulnerability to all damage and disadvantage on all
attacks and saving throws.
Ranged attacks made by non-aberrations that pass
through the area are made at disadvantage. An affected creature makes a DC 17 Charisma saving
throw at the end of each of its turns, ending the effect
after three successes, or transforming into a Gibbering
Mouther under the DM's control after three failures
Legendary Resistance (3/Day). If the lich fails a saving until cured by a Wish spell or similar magic.
throw, it can choose to succeed instead.
Archlich Lore
Arcana DC 20: Archliches maintain a sanctified space to
which their remains magically retreat if they are ever
destroyed. While such locations are invariably warded against
magical detection, their escape can be interrupted with
countermagic.
Religion DC 20: Archliches are those who forgo their
destined rest for an eternity of service and guardianship,
often standing solitary vigil for centuries in long-forgotten
holy places. Few seek this fate out, but rather are called to it
at the end of their natural lives by divine providence.
Archlich Tactics
Archliches prioritize the mission they have devoted their
undeath to over their own pride or security, whether that
means merely frightening adventurers away or killing every
one of them so they cannot reveal some secret.
They begin combat with their Spiritual Arsenal, then follow
up with Turn the Living, using Blessed Unrest whenever a
creature falls prey to their soporific Aura.
Their primary defensive tactic is using Misdirection with
copies created with their Projected Likeness, though in the
early stages of a fight they try to use Bring Low each turn
against an unharmed enemy. They use Transporting Touch as
an action only if a foe persistently resists their aura,
afterwards moving away so it cannot easily close the distance
again.
Frostlich Bleak Aurora (5th Level Spell, Concentration). Dull,
shifting lights fill the air in a 40 foot radius centered on
Medium undead, any evil alignment
a point within 120 feet the frostlich can see, flaring
Armor Class 17 (Natural Armor) brightly when they contact magic.
Hit Points 212 (25d8 + 100) Ranged attacks that pass through the area are made at
Speed 30 ft. disadvantage, and a creature that casts a spell in the
area must succeed on a DC 18 Constitution saving
throw or be Blinded until the end of its next turn.
STR DEX CON INT WIS CHA
Glacier Tomb (7th Level Spell, Recharge 5-6). One
16 (+3) 15 (+2) 18 (+4) 19 (+4) 12 (+1) 14 (+2) creature within 30 feet that the frostlich can see must
succeed on a DC 18 Constitution saving throw or gain
Saving Throws CON +10, INT +10, WIS +7 40 temporary hit points as translucent ice begins to
Skills Arcana +16, History +10, Insight +7, Perception encase it, or half as much on a success.
+7
Damage Resistances All but Fire and Radiant While a creature has any of these temporary hit points,
Damage Immunities Cold, Poison it suffers the following effects:
Condition Immunities Charmed, Exhaustion, Frightened, It is restrained and has vulnerability to fire damage.
Paralyzed, Poisoned, Turned It cannot speak or breathe.
Senses Truesight 120 ft., Passive Perception 19 It cannot rest or die.
Languages Common plus up to five other languages It must succeed on a DC 18 Constitution saving
Challenge 19 (22,000 XP) throw at the end of each of its turns or have its
Strength and Dexterity scores reduced by 7 (2d6), to
Cryonic Return. If the frostlich is destroyed, its spirit a minimum of one, until it is released.
possesses the corpse of a humanoid creature trapped
in its Glacier Tomb after 1d10 days, consuming the Reactions
creature's soul in the process. Numbing Torpor. As a reaction to being hit with a
Ice Walk. The frostlich can move across and climb icy melee attack with a metal weapon, the frostlich forces
surfaces without needing to make an ability check. the attacker to succeed on a DC 18 Constitution saving
Additionally, difficult terrain composed of ice or snow throw or drop its weapon. If the attacker picks up the
doesn't cost it extra movement. weapon this turn, the frostlich may make a melee
attack against it.
Black Ice Aura. The area in a 10 foot radius around the
frostlich is difficult terrain. A creature that enters it for Freeze the Blood (1/Day, 9th Level Spell). As a reaction
the first time on a turn or ends its turn there must to being reduced below 107 hit points, the frostlich
succeed on a DC 18 Dexterity saving throw or fall forces one creature it can see within 60 feet to
prone. succeed on a DC 18 Constitution saving throw or take
5 (2d4) points of exhaustion, or half as many on a
Legendary Resistance (3/Day). If the lich fails a saving
success.
throw, it can choose to succeed instead.
Baelnorn Lore
Arcana DC 20: Baelnorns are among the most resilient of
liches, as any elf of their bloodline can restore one to undeath
through the sacrifice of its own life.
Religion DC 20: Baelnorns are ancestral guardians of elven
clans, entered into undeath as an act of eternal service to
their bloodline with the aid of the Seldarine.
Baelnorn Tactics
Baelnorns are typically supported by others of their clan.
They prioritize the general security of the clan above all else,
but are perfectly willing to sacrifice individual members for
the greater good.
In combat, baelnorns use Lignify against a different
creature each turn until each is affected, first reducing the
movement of melee combatants and giving spellcasters the
effect that punishes dealing fire damage. It focuses its attacks
on the most heavily armored creature it can reach, reducing
it to 0 hit points before moving on to another.
If enemies cluster too closely, or attack from the air, it
alternates between Forced Growth and Splinterburst
whenever it can catch at least two enemies with one of them.
With its Legendary Actions, it uses Deadwood awakening
early in the fight if available, then Wraithstorm Charge on
later turns, preparing with Zephyr step if it needs it to reach a
flying enemy.
Arcane Lich Immolation (5th level Spell, Concentration). One creature
the lich can see within 90 feet must succeed on a DC
Medium undead, any evil alignment
20 Dexterity saving throw or take 30 (7d6 + 5) fire
Armor Class 17 (Natural Armor) damage and catch fire, or take half as much damage on
Hit Points 204 (24d8 + 96) a success.
Speed 30 ft. A burning creature repeats this saving throw at the end
of each of its turns, taking 10 (3d6) fire damage on a
failure, or ending the effect on a success.
STR DEX CON INT WIS CHA
Finger of Death (Recharge 5-6, 7th Level Spell). The lich
11 (+0) 16 (+3) 19 (+4) 20 (+5) 14 (+2) 16 (+3) extends its finger toward a creature it can see within
60 feet and the creature is engulfed in a sickly green
Saving Throws CON +11, INT +12, WIS +9 light. The target must succeed on a DC 20 Constitution
Skills Arcana +19, History +12, Insight +9, Perception saving throw or take 62 (7d8 + 30) necrotic damage,
+9 or half as much on a success. A creature killed by this
Damage Resistances All but Radiant damage rises at the beginning of the lich's next turn as
Damage Immunities Poison, Bludgeoning, Piercing, and a zombie under the lich's control.
Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Disintegrate (1/Day, 6th Level Spell). One creature within
Paralyzed, Poisoned, Turned 60 feet that the lich can see must succeed on a DC 20
Senses Truesight 120 ft., Passive Perception 19 Dexterity saving throw or take 80 (10d6 + 45) force
Languages Common plus up to five other languages damage, or half damage on a success. If this damage
Challenge 21 (33,000 XP) reduces a creature to 0 HP, they are disintegrated.
STR DEX CON INT WIS CHA On a failed save, a creature takes 22 (4d10)
bludgeoning damage is launched to the tree's top. A
16 (+3) 21 (+5) 18 (+4) 17 (+4) 22 (+6) 14 (+2) creature that failed this save by 5 or fewer may use its
reaction to grasp a branch and avoid falling.
Saving Throws CON +11, INT +11, WIS +13
Splinterburst (Recharges when the baelnorn uses its
Skills Arcana +18, History +11, Insight +13, Perception Forced Growth). One tree the baelnorn can see within
+13 60 feet explodes in a hail of massive splinters. Each
Damage Resistances All but Fire and Radiant creature within 15 feet of the tree must succeed on a
Damage Immunities Poison, Bludgeoning, Piercing, and DC 21 Dexterity saving throw or take 27 (6d8)
Slashing from Nonmagical Attacks
piercing damage, or half as much on a success.
Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Poisoned, Turned
Senses Truesight 120 ft., Passive Perception 22
Reactions
Languages Common plus up to five other languages Briar Shield. As a reaction to being targeted with an
Challenge 22 (41,000 XP) attack, the baelnorn conjures a barrier of thorny vine,
gaining 20 temporary hit points that last until the
Norn Rejuvenation. If the baelnorn is destroyed, one of beginning of its next turn.
its descendants may perform a ritual in which they
While it has any of these temporary hit points, a
invite the baelnorn's spirit to assume their body. The
creature that hits it with a melee attack takes 5
descendant remains for a time as a passenger in its
piercing damage.
former body, and may pass into death at will at any
point. Withering Wail (1/Day, 9th Level Spell). As a reaction to
being reduced below 112 hit points, the baelnorn
Entangling Aura. A creature that hits the lich with a sings out a cruel and keening note. Each plant within
melee attack must succeed on a DC 21 Strength saving 60 feet withers and blackens, and each plant creature
throw or be restrained (escape DC 21) until the end of in the area must succeed on a DC 21 Constitution
the lich's next turn as vines burst forth from the saving throw or drop to 0 hit points.
nearest surface to entangle it.
Water Walk The baelnorn can walk across any liquid Legendary Actions
surface as if it was solid ground. The baelnorn can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the baelnorn fails a from the options below.
saving throw, it can choose to succeed instead.
Zephyr Step. The baelnorn gains a fly speed equal to its
movement speed until the beginning of its next turn
Actions and moves up to half its speed.
Multiattack. The baelnorn uses its Lignify and makes
Hollowheart Harvest. One plant creature or elf the
three attacks with its Wraithblade, one of which it may
baelnorn can see within 5 feet loses up to 3
replace with a use of its Forced Growth or
unexpended hit dice. The baelnorn regains 1d8 hit
Splinterburst.
points for each hit die lost in this way.
Wraithblade. Melee Spell Attack: +13 to hit, reach 5 ft., Deadwood Awakening (Costs 2 Actions). The baelnorn
one creature. Hit: 24 (4d8 + 6) necrotic damage. This reanimates the wooden portion of a weapon or shield it
attack treats the target as unarmored (An unarmored can see, transforming it into a Vine Blight that acts on
creature's AC is usually 10 plus its Dexterity modifier). the baelnorn's turn under its control.
Lignify (5th Level Spell). One creature within 120 feet If the weapon was magical, it transforms back after the
the baelnorn can see must succeed on a DC 21 vine blight is destroyed, and cannot be affected by this
Constitution saving throw or have its flesh begin to ability again.
turn to wood, gaining the Plant type in additon to its
other creature types, plus one additional effect of the Wraithstorm Charge (Costs 2 Actions). The baelnorn
baelnorn's choice until cured by Greater Restoration or moves up to its speed and makes two attacks with its
similar magic: Wraithblade. It may pass through solid objects and
creatures with this movement and does not provoke
The creature's movement speed is reduced by half attacks of opportunity.
and it cannot fly.
The creature can't take bonus actions or reactions.
The creature gains vulnerability to fire damage.
The creature takes 11 (2d10) fire damage whenever
it deals fire damage.
Art Credits Johnathan Chavez
Joseph Donley
Narfi, Betrayer King by Daarken Josh Huston
Underrealm Lich by Anna Steinbauer Justin King
Eldritch Lich copyright Wizards of the Coast Kelsii Weber
Draugr Necromancer by David Rapoza Kyle Cove
Archlich by Matias Tapia Lascifrass
Phylactery Lich by Michael Komarck Lawrence Courtrelle
Baelnorn by Mats Minnhagen Luke Wheeler
Malacandrian
Marc Adelman
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