aliases:
- The Lich
Exethanter
(NE Lich)
The Lich has fewer hit points than normal (99 hit points), doesn't remember its name (Exethanter), and has forgotten all of its prepared spells. It does know its cantrips. In its current condition, the lich has a challenge rating of 10 (5,900 XP). A Greater Restoration spell restores the lich's memory and all of its spells. Another casting of the spell restores its normal hit point maximum (135).
If the characters restore its memory, the lich gives them the passwords to all the locked doors in the Amber Temple (with the exception of the door into X28. Hidden Phylactery, where its phylactery is hidden). It also provides all the information pertaining to Strahd and the temple presented at the start of this chapter. If the characters think to ask, it provides them with the command words for any of the books in the library (X30. Preserved Library).
If the characters restore its body, it offers to escort them while they explore the temple. The other creatures that inhabit the temple don't threaten the characters as long as the lich is with them.
The lich defends itself if attacked and turns to dust if it is reduced to 0 hit points.
The lich assumes that the characters have come seeking knowledge and power. If it is inclined to help them, it tells them how the amber sarcophagi work. The lich has no alliance with or animosity toward Strahd, and no interest in challenging Strahd for control of Barovia.
Barovian Lore
literally everything about the campaign
17
99
30 ft.
11
16
16
20
14
16
Constitution +10, Intelligence +12, Wisdom +9
Arcana +18, History +12, Insight +9, Perception +9
cold, lightning, necrotic
poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, paralyzed, poisoned
truesight 120 ft., passive Perception 19
Common plus up to five other languages
10 (5,900 XP)
+4
If the lich fails a saving throw, it can choose to succeed instead.
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.
The lich has advantage on saving throws against any effect that turns undead.
Exethanter has forgotten all of its prepared spells. It does know its cantrips. A greater restoration spell restores the lich's memory and all of its spells. Another casting of the spell restores its normal hit point maximum (135).
Cantrips (at will):
Melee Spell Attack: +12 to hit (22), reach 5 ft., one creature. Hit: 3d6 (10) 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.
The lich casts a cantrip.
The lich uses its Paralyzing Touch.
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.
Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 6d6 (21) necrotic damage on a failed save, or half as much damage on a successful one.
17
135
30 ft.
11
16
16
20
14
16
Constitution +10, Intelligence +12, Wisdom +9
Arcana +18, History +12, Insight +9, Perception +9
cold, lightning, necrotic
poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, paralyzed, poisoned
truesight 120 ft., passive Perception 19
Common plus up to five other languages
21 (33,000 XP)
+7
If the lich fails a saving throw, it can choose to succeed instead.
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.
The lich has advantage on saving throws against any effect that turns undead.
The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit (22) with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will):
1st level (4 slots):
2nd level (3 slots):
Detect Thoughts, Invisibility, Melf's acid arrow, Mirror Image
3rd level (3 slots):
4th level (3 slots):
5th level (3 slots):
6th level (1 slot):
7th level (1 slot):
8th level (1 slot):
9th level (1 slot):
Melee Spell Attack: +12 to hit (22), reach 5 ft., one creature. Hit: 3d6 (10) 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.
The lich casts a cantrip.
The lich uses its Paralyzing Touch.
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.
Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 6d6 (21) necrotic damage on a failed save, or half as much damage on a successful one.