Armor Class 20
Hit Points 315 (42d8 + 126)
Speed 30 ft.
Saving Throws DEX +10, CON +10, INT +12, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances cold, lightning
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses Truesight 120 ft., passive Perception 19
Languages all
Challenge 21
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.
Multiattack. The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Eldritch Burst. m,r +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Paralyzing Touch. m +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.
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. con DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. 31 (9d6) Necrotic damage. Half damage. The lich can't take this action again until the start of its next turn.
Monster Manual (2024), p. 196