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 health and becoming active again. The new body appears within 1 meter of the phylactery.
Spellcasting. The lich uses Arcana (Int) to cast spells (spell save DC 20, +12 to hit with spell attacks). It has 39 mana, a mana limit of 7, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: absorb spirit, blight, blight, bone armor, consumptive field, crippling pain, dampen pain, dampen spell, detect death, detect disease, detect magic, false life, force shield, giant crawling claw, inflict wounds, invisibility, life drain, life transference, mirror image, path to the grave, ravage, ray of enfeeblement, teleport
2 mana: animate dead, antilife shell, circle of death, clairvoyance, cloak of flies, cloudkill, control undead, death ward, defer death, detect thoughts, dispel magic, feign death, finger of death, gentle repose, harm, insect plague, mind control, power word pain, share pain, speak with dead, stasis, wall of bones
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 1 m. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Fortitude 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 (3)
Only one legendary 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.
Disrupt Life. Each non-undead creature within 4 meters of the lich must make a DC 20 Fortitude saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Frightening Gaze. The lich fixes its gaze on one creature it can see within 2 meters of it. The target must succeed on a DC 18 Will 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.
Paralyzing Touch. The lich uses its Paralyzing Touch.
On initiative count 20 (losing initiative ties), the lich takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:
The lich rolls a d6 and regains that much mana. If it has full mana, nothing happens.
The lich targets one creature it can see within 5 meters of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 20 Fortitude saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 10 meters of it. The target must succeed on a DC 20 Fortitude saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9