Stat Blocks: Lich Remnants If you take on a lich, be thorough

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Lich Remnant. (Image credit: Geralt via Pixabay. Used under Creative Commons 0, Public Domain.

Lich Remnant. (Image credit: Geralt via Pixabay. Used under Creative Commons 0, Public Domain.)

From time to time, we will be publishing stat blocks. Some will be original. Others, like this one, are tweaks of existing stat blocks. What you do with them is up to you. Note: All of the monster stats and descriptions in this article are designated as Open Game Content. (Click here for license.)

Origins of the Lich Remnant

Anytime a lich’s body is destroyed while its phylactery remains, it forms a new body near its phylactery within 1d10 days. Its old body remains where it fell, apparently inert. But that isn’t necessarily the end of the story.

The abandoned corpse, which once channeled sinister and necrotic energies through its tissues, continues to seethe quietly with residual dark energies as long as its phylactery still exists. Should the mangled corpse or any part of it ever make contact with an intact dead body (or a full skeleton of another humanoid), it cannibalizes the other body’s parts in an attempt to rebuild its former self and — if the contact lasts long enough — rises as a lich remnant within 24 hours. Elsewhere, the full and reconstituted lich has no idea that it now has a weak double.

The lich remnant is a pale imitation of the full lich, animated by trace energies and a lingering, tentative contact with its phylactery. The conditions and time frame determine how strong the newly risen remnant will be. If its body was mostly intact or the period of time that passed before it rose again was short, it might rise as a Temporal Lich Remnant, the toughest of those variants described below. If the lich body had been shattered into itty bitty pieces and then scattered across a desert for 10,000 years before any of those pieces encountered a suitably intact human corpse and hijacked it, then it might rise as a Lacrimal Lich Remnant, the weakest of the versions presented below.

The lich remnant has most of its memories, though it can only recall, prepare, and cast one spell. Depending on how powerful it is, it may retain most of its other abilities. And it remembers its goals from before it was destroyed.

However, in addition to pursuing those goals, it now has some new ones. Revenge on its destroyers, obviously. But less obviously, it may start to scheme against the more powerful version of itself — against the more powerful, full lich. For the lich remnants are not telepathically linked, not to each other, and neither are they linked to the full lich. They do not automatically obey the full lich. Moreover, each remnant thinks of itself as the original (because each one is a more original body than the full-but-remade lich).

And whoever has last attuned to the phylactery can command all other versions of the lich on sight.

So a lich remnant often aspires to take back its phylactery and command the more powerful version of itself. The more powerful version (the full lich) knows this is a possibility. Immediately upon reforming by its phylactery, a full lich will often move and re-secure it, knowing that its former body may come knocking. (Note: If you read my thoughts on Ancillary Justice and fantasy role-playing games, you can see where some of these ideas came from.)

If the phylactery is ever destroyed, all lich remnants collapse immediately and never stir again. The full lich, of course, may need to be destroyed in person.

Why Lich Remnants Are a Useful Addition to Your Game

A former lich body that’s a weaker version of the full monty is a great tool for the GM’s arsenal. Here’s why.

The impact of a villain is always closely related to how often we encounter it. No matter how fearsome he is, a villain you only meet once — and then destroy — is tough to make memorable. (Not impossible, just difficult.) A villain you’ve run into eight times before you finally defeat him, though? That’s something special — and something quite difficult to pull off in 5th edition. Usually, the first encounter with a lich is the last encounter with that lich. It’s either a TPK or the end of that lich’s story.

But if you know there’s a nasty lich at the end of your campaign arc, you can use lich remnants to introduce it (and its personality, and its schemes) earlier. They’ll be like Voldemort in Sorcerer’s Stone. And almost certainly your final Big Bad Lich has some remnants running around. Over its long unlife, other folks will have doubtless taken a crack at destroying it without finishing the job. The fact that the remnants may see each other (and the main lich) as rivals means the party can try to form alliances with one or leverage them against each other, which is cool in its own right, but it also gives you a good reason why the main lich at the end of the story might not see the PCs coming and wipe them out while they’re still too low level to be a threat. The full lich doesn’t (necessarily!) see them coming because it’s not plugged into what the remnants are doing. This is, in many ways, a best-of-two-worlds scenario: The PCs get to have a sense of the main villain and several encounters over time with versions of it without running into the usual logical mess of wondering why it isn’t bending all of its resources to their destruction.

Enough with the commentary, however. It’s time to meet the remnants.

The stat blocks below describe, in rank order from most fearsome to least, a roster of lich remnants at a range of levels from CR 17 to CR 3. (Although we could have presented them in ascending order, we’ve gone with descending order because each variant can degrade into a lower-level version if it is defeated.) With each version, we’ve included a “Scenarios & Strategies” section that describes one way you might play the remnant to maximize its impact. These, and the spells we’ve selected for each version, are just examples. Illustrations. Feel free to adapt them to your own plots!

Temporal Lich Remnant

Medium undead
Challenge 17 (18,000 XP)

Defense & Maneuver

Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Saving Throws Con +9, Int +10, Wis +7
Speed 30 ft.
Senses truesight 120 ft., passive Perception 17

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (3/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new remnant will always be a weaker version. Exactly how much weaker will depend on the state of the body and how long it waited before meeting the conditions to rise again.

Attacks

Spellcasting. The lich remnant casts a single spell as an 18th-­‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 9th level (1 slot): time stop

Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 16 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.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 16). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a vomer lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Legendary Actions. The lich remnant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The remnant regains spent legendary actions at the start of its turn.

  • Paralyzing Touch (Costs 2 Actions). The remnant uses its Paralyzing Touch.
  • Frightening Gaze (Costs 2 Actions). The remnant fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 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 remnant’s gaze for the next 24 hours.
  • Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the remnant must make a DC 16 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Miscellany

Alignment Any evil
Languages Common plus up to five other languages
Skills Arcana +16, History +10, Insight +7, Perception +7
Ability Modifiers Str +0, Dex +3, Con +3, Int +4, Wis +1, Cha +2

Scenarios & Strategies: The Diluvial Hourglass

Seeking the villain behind their current woes, the party penetrates deep into an old, abandoned dwarven mine called Duerdam. Some of the passages are clearly carved out of the rock, but others appear to have once been channels for natural, underground rivers and streams. New arcane markings on the walls symbolize endings, fate, inevitability, day, night, spring, winter, erosion, time, and death.

Following the symbols, they find their way to a set of open, massive, iron doors. Sealing runes mark the doors and the walls to their sides; anyone with a high Arcana skill will know that someone with the right command word could close these doors and ward them to prevent opening. The doors look like they have been recently opened and have been oiled to open more easily.

The open door leads the party into a massive chamber with great steps leading down to a hall floor, where a cowled figure stands waiting at the far end of the room. The party is, at this point, likely distracted by the figure, but any member of the team carefully looking at the floors and walls will see impressions — fossils of tiny creatures typically found in underground lakes. Three large openings — tunnels or shafts of some sort — yawn high on the walls, near the ceilings.

The figure is a decoy, of course. Maybe it’s a skeleton that has long resided here. Maybe it’s an old clockwork figure. Maybe it’s a lacrimal lich remnant. Whatever the case, it’s just there to draw fire in the first turn.

The temporal lich remnant lurks behind a pillar and moves to attack the most accessible party member at the soonest opportunity, clawing twice and attempting to paralyze at least one member of the party.

Once it has paralyzed someone, things gets nasty.

Time stop. He only gets to cast it once, but once may be enough.

Turn 1: He moves at full speed to the doors.

Turn 2: He closes the doors, speaking the command word as a free action to seal the room.

Turn 3: He moves at full speed to a set of hidden gears and cranks as the party resumes normal action and notices their villain has vanished.

Turn 4: He cranks open the valves of Duerdam — which is an underground dam that the dwarves put in so they could tame the caverns of the mountain.

Turn 5: Water flows into the chamber, which, if the party had been paying attention, they might have realized was a massive, empty cistern.

If all has gone to plan, one of the members of the party cannot move of his or her own accord. We hope that in their panic to find air, they don’t accidentally leave that poor, silent soul behind.

After a few turns, the lich remnant uses an access shaft to re-enter the cistern. He isn’t buoyant and cannot swim. But neither does he need to breathe, and the pressure doesn’t bother him. He looks for anyone still putting up a struggle and deftly finishes them off.

Occipital Lich Remnant

Medium undead
Challenge 15 (13,000 XP)

Defense & Maneuver

Armor Class 17 (natural armor)
Hit Points 120 (16d8 + 48)
Saving Throws Con +8, Int +9, Wis +6
Speed 30 ft.
Senses truesight 120 ft., passive Perception 16

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (3/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new remnant will always be a weaker version. Exactly how much weaker will depend on the state of the body and how long it waited before meeting the conditions to rise again.

Attacks

Spellcasting. The lich remnant casts a single spell as a 16th-­‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 8th level (1 slot): antipathy/sympathy

Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 15 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.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 15). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a carotid lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Legendary Actions. The lich remnant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The remnant regains spent legendary actions at the start of its turn.

  • Paralyzing Touch (Costs 2 Actions). The remnant uses its Paralyzing Touch.
  • Frightening Gaze (Costs 2 Actions). The remnant fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 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 remnant’s gaze for the next 24 hours.
  • Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the remnant must make a DC 15 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Miscellany

Alignment Any evil
Languages Common plus up to five other languages
Skills Arcana +14, History +9, Insight +6, Perception +6
Ability Modifiers Str +0, Dex +3, Con +3, Int +4, Wis +1, Cha +2

Scenarios & Strategies: The Carrot and the Stick

Antipathy/Sympathy lasts for 10 days. This means that if the occipital lich remnant casts it once per day in a complicated labyrinth or lair, and renews effects just before they expire, she can maintain as many as 10 antipathies or sympathies at a time. As she herself is immune to these effects, she uses them viciously:

  • Sympathy on a key lying in the middle of an unstable, ill-repair, sabotaged, or trapped bridge.
  • Sympathy on an object immune to acid — lying perfectly visible at the bottom of a vat of acid.
  • Sympathy on three creatures (say, dogs) trained to obey the occipital lich’s commands. Each closes in with the party from a different direction without any violent signs. Each waits until a PC seems determined to follow it and then leaves, with each going a different direction. In this manner, the lich remnant can split up the party and possibly lead one or two into a trap.
  • Antipathy on each of two doors leading to exits, but triggered only after PCs have passed through them.
  • Antipathy on the entrance to the lich remnant’s final sanctum.
  • And finally, because the lich remnant knows the party will figure out that antipathy effects have been placed on things that it wants the heroes to avoid — a last antipathy effect will go on something truly deadly, like a cursed item, a poisoned potion, or a floating “sword” that is really an illusion-cloaked sphere of annihilation (if the lich remnant knows how to locate such a thing — which it might). If the party fights through the antipathy or dispels it, the lich remnant is perfectly happy for them to seize that reward.

Coronal Lich Remnant

Medium undead
Challenge 13 (10,000 XP)

Defense & Maneuver

Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 42)
Saving Throws Con +8, Int +9, Wis +6
Speed 30 ft.
Senses truesight 120 ft., passive Perception 16

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (3/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new remnant will always be a weaker version. Exactly how much weaker will depend on the state of the body and how long it waited before meeting the conditions to rise again.

Attacks

Spellcasting. The lich remnant casts a single spell as a 14th-­‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 7th level (1 slot): symbol

Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 15 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.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 15). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a palatine lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Legendary Actions. The lich remnant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The remnant regains spent legendary actions at the start of its turn.

  • Paralyzing Touch (Costs 2 Actions). The remnant uses its Paralyzing Touch.
  • Frightening Gaze (Costs 2 Actions). The remnant fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 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 remnant’s gaze for the next 24 hours.
  • Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the remnant must make a DC 15 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Miscellany

Alignment Any evil
Languages Common plus up to five other languages
Skills Arcana +14, History +9, Insight +6, Perception +6
Ability Modifiers Str +0, Dex +3, Con +3, Int +4, Wis +1, Cha +2

Scenarios & Strategies: Library of the Damned

Before the destruction of its body left this version of the lich a coronal remnant, it had created several back-up libraries in hidden places. Many of the books are actually portals to small demiplanes in which the older lich had hidden small sanctuaries or items worth keeping. The coronal lich remnant is now using one of these as a bolthole. As an insurance policy against fire-bearing PCs, it has abducted several items or people they might like to see again and hidden them away in other pockets within the room. In the meantime, it has also safeguarded the room against prying eyes through liberal use of symbol (it has enough wealth, even in hidden places, to afford multiple castings). As PCs open books, they run the risk of seeing and triggering a symbol instead of opening a portal. A final death symbol marks the door, triggering if anyone attempts to take any of the books from the room.

Parietal Lich Remnant

Medium undead
Challenge 11 (7,200 XP)

Defense & Maneuver

Armor Class 17 (natural armor)
Hit Points 90 (12d8 + 36)
Saving Throws Con +7, Int +7, Wis +4
Speed 30 ft.
Senses truesight 120 ft., passive Perception 15

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (2/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new remnant will always be a weaker version. Exactly how much weaker will depend on the state of the body and how long it waited before meeting the conditions to rise again.

Attacks

Spellcasting. The lich remnant casts a single spell as a 12th-­‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 6th level (1 slot): magic jar

Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 13 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.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 13). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a mandibular lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Legendary Actions. The lich remnant can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The remnant regains spent legendary actions at the start of its turn.

  • Paralyzing Touch (Costs 2 Actions). The remnant uses its Paralyzing Touch.
  • Frightening Gaze (Costs 2 Actions). The remnant fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 13 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 remnant’s gaze for the next 24 hours.

Miscellany

Alignment Any evil
Languages Common plus up to four other languages
Skills Arcana +11, History +7, Insight +4, Perception +4
Ability Modifiers Str +0, Dex +3, Con +3, Int +3, Wis +0, Cha +1

Scenarios & Strategies: The Machiavellian Horse

With only magic jar left to it, among all of the spells it used to know well, this parietal lich remnant uses the spell thusly: Immune to most of the negative side effects that might arise from such a practice, it has its body forced into a box, along with some enticing, ancient jewelry, has the box labeled “remains” of some great prince that might be of interest to a noble with both power and some scholarly aspirations. To all eyes, it is simply a jumble of bones, dust, and tissue, with some old, ornate clothing, stuffed into a box that is — because the being lacks muscle mass or fat — light enough to carry. The lich remnant then has itself delivered to the noble it has set its sights on. As soon as it can, it possesses the noble and begins a new career as a political villain, smart enough to avoid physical confrontation, work through intermediaries, and maintain deniability in all things. It keeps its “archeological find” secure and hidden away. If its new noble body ever falls under suspicion, it abandons the spell, returns to its body, flees, and repeats the strategy, though the details and the kind of target might change.

Lambdoid Lich Remnant

Medium undead
Challenge 10 (5,900 XP)

Defense & Maneuver

Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Saving Throws Con +7, Int +7, Wis +4
Speed 30 ft.
Senses truesight 120 ft., passive Perception 15

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (2/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new remnant will always be a weaker version. Exactly how much weaker will depend on the state of the body and how long it waited before meeting the conditions to rise again.

Attacks

Spellcasting. The lich remnant casts a single spell as a 10th-­‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 5th level (1 slot): modify memory

Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 13 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.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 13). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a mandibular lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Legendary Actions. The lich remnant can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The remnant regains spent legendary actions at the start of its turn.

  • Paralyzing Touch (Costs 2 Actions). The remnant uses its Paralyzing Touch.
  • Frightening Gaze (Costs 2 Actions). The remnant fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 13 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 remnant’s gaze for the next 24 hours.

Miscellany

Alignment Any evil
Languages Common plus up to four other languages
Skills Arcana +11, History +7, Insight +4, Perception +4
Ability Modifiers Str +0, Dex +3, Con +3, Int +3, Wis +0, Cha +1

Scenarios & Strategies: A Phantom Menace

The lambdoid lich remnant sets itself up as a kind of beggar king in the bowels of a city, wearing rags, a robe, and a mask to hide its features and generally avoiding the public view. It trusts only a few intermediaries to do its dirty work in town, and most of its agents rarely deal with him directly — or if they ever have, they do not remember, thanks to modify memory. But its most diabolical use of the spell is to modify the behavior of important or powerful people. It arranges through its agents for them to meet him and then simply changes their memory in a way that causes their behavior to change as well. Planted memories of betrayals, overheard conversations, romantic encounters (witnessed or experienced), abuse by city guards, being followed, and the like give the lich remnant a shadowy, puppet-master power over many elite decision-makers in the city. And they don’t even realize it.

Vomer Lich Remnant

Medium undead
Challenge 9 (5,000 XP)

Defense & Maneuver

Armor Class 17 (natural armor)
Hit Points 60 (8d8 + 24)
Saving Throws Con +7, Int +7, Wis +4
Speed 30 ft.
Senses truesight 120 ft., passive Perception 15

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (2/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new remnant will always be a weaker version. Exactly how much weaker will depend on the state of the body and how long it waited before meeting the conditions to rise again.

Attacks

Spellcasting. The lich remnant casts a single spell as a 8th‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 4th level (1 slot): greater invisibility

Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 13 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.

Serpent Venom. The first two melee touch attacks by the lich claw the target with long nails dipped in serpent venom. On a failed save (Constitution DC 10), they inflict an additional 10 (3d6) poison damage.

Burnt Othur Fumes. Immune to poison itself, the vomer lich remnant has sealed bladders of pressurized burnt othur fumes within its chest cavity. Any physical injury that deals more than 10 points of damage punctures a bladder, releasing the fumes in a 5-foot radius. Any susceptible creatures in that area must make a Constitution save (DC 13) or take 3d6 (10 points) of poison damage. Affected creatures must continue making saving throws until they have made three successful saves, with each failure inflicting an additional 3 (1d6) poison damage.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 13). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a mandibular lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Legendary Actions. The lich remnant can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The remnant regains spent legendary actions at the start of its turn.

  • Paralyzing Touch (Costs 2 Actions). The remnant uses its Paralyzing Touch.
  • Frightening Gaze (Costs 2 Actions). The remnant fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 13 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 remnant’s gaze for the next 24 hours.

Miscellany

Alignment Any evil
Languages Common plus up to four other languages
Skills Arcana +11, History +7, Insight +4, Perception +4
Ability Modifiers Str +0, Dex +3, Con +3, Int +3, Wis +0, Cha +1

Scenarios & Strategies: The Air that Bites, the Claws that Catch

The vomer lich remnant pursues its agenda directly and with the fearlessness of something that has died several times and will probably die again. No puppet-master, it acts like a classical, heavy-breathing, black-wearing, death metaphor.  It creates underlings by paralyzing them, telling them they are dead, burying them, digging them up, and then “raising” them. It then rules these subordinates through its fear effects, rewarding good service by not terrifying them.

The vomer lich also collects poisons and uses them fearlessly, knowing it is immune to them. The inner sanctums of its chosen lair will be a poisonous gantlet of needles, gasses, and contact smears. And if anyone dares to attack it, the vomer casts greater invisibility and then rips into them with poisoned claws.

Finally, the vomer lich takes full advantage of its truesight, often making its home in places it knows have magical darkness or illusions, even if it cannot create those effects itself. At any rate, the bowels of its chosen lair will have no illumination, as it doesn’t need any.

Carotid Lich Remnant

Medium undead
Challenge 6 (2,300 XP)

Defense & Maneuver

Armor Class 17 (natural armor)
Hit Points 45 (6d8 + 18)
Saving Throws Con +6, Int +5, Wis +2
Speed 30 ft.
Senses truesight 120 ft., passive Perception 12

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (1/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new remnant will always be a weaker version. Exactly how much weaker will depend on the state of the body and how long it waited before meeting the conditions to rise again.

Attacks

Spellcasting. The lich remnant casts a single spell as a 6th‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 3rd level (1 slot): haste

Paralyzing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 11 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.

Brown Mold. Any living being coming within 5 feet of the carotid lich remnant takes 10 (3d6) cold damage. Fire brought within 5 feet of the lich remnant causes the mold inside the lich’s clothing to double in size — it spreads to fill the lich’s square on the first doubling and fills a 10-foot square on the second doubling. Cold damage destroys the mold but does no harm to the lich hosting it.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 11). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a lacrimal lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Miscellany

Alignment Any evil
Languages Common plus up to three other languages
Skills Arcana +8, History +5, Insight +2, Perception +2
Ability Modifiers Str +0, Dex +3, Con +3, Int +2, Wis -1, Cha +0

Scenarios & Strategies: The Cold Hammer

The carotid lich remnant, knowing it is immune to cold, seeks out a symbiotic arrangement with a colony of brown mold. It makes its home in a cave or dwelling infested with the mold and rips off chunks of the mold, stuffing it into its clothing or gaps between its bones, whenever it has to leave its lair. Like the vomer lich, it makes full use of truesight in its choice of lairs. If pressed, it uses haste to improve its defenses and make more paralyzing touch attacks, aiming to paralyze as many foes as possible before it deals with any of them more permanently.

Palatine Lich Remnant

Medium undead
Challenge 5 (1,800 XP)

Defense & Maneuver

Armor Class 17 (natural armor)
Hit Points 45 (6d8 + 18)
Saving Throws Con +6, Int +5, Wis +2
Speed 30 ft.
Senses truesight 120 ft., passive Perception 12

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (1/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new remnant will always be a weaker version. Exactly how much weaker will depend on the state of the body and how long it waited before meeting the conditions to rise again.

Attacks

Spellcasting. The lich remnant casts a single spell as a 4th‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 2nd level (1 slot): alter self

Paralyzing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 11 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.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 11). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a lacrimal lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Miscellany

Alignment Any evil
Languages Common plus up to three other languages
Skills Arcana +8, History +5, Insight +2, Perception +2
Ability Modifiers Str +0, Dex +3, Con +3, Int +2, Wis -1, Cha +0

Scenarios & Strategies: My Friend, the Stranger

The palatine lich remnant uses alter self to disguise its nature and conduct business. Knowing that it is not terribly formidable, the palatine works instead through subterfuge, sabotage, social schemes, intelligence-gathering, and deniable agents (who often, thanks to alter self, don’t know whom they are working for).

Mandibular Lich Remnant

Medium undead
Challenge 4 (1,100 XP)

Defense & Maneuver

Armor Class 16 (natural armor)
Hit Points 30 (4d8 + 12)
Saving Throws Con +5, Int +4, Wis +1
Speed 30 ft.
Senses truesight 120 ft., passive Perception 11

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (1/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Lesser Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, the new version will be a lacrimal lich remnant.

Attacks

Spellcasting. The lich remnant casts a single spell as a 2nd‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • 1st level (1 slot): charm person

Paralyzing Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 10 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.

Dust of Unlife. The remnant may use this ability no more than three times during its existence. Once per encounter, when the lich remnant is physically struck (whether or not the blow deals damage), one target within 5 feet of the remnant must make a Constitution saving throw (DC 10). If the saving throw is failed, the target has inhaled dust from the remnant and is magically cursed. If the curse is not removed through means such as remove curse or greater, appropriate effects, the curse remains invisibly present until the target dies, at which point revivify, raise dead, reincarnation, and resurrection fail to work on the target unless the curse is removed. After death, the target rises in 24 hours as a lacrimal lich remnant. Initially, the target appears physically to be his or her old self, and the remnant will often take advantage of this period to make moves to safeguard itself. Over time (less than a week), the remnant degrades until it becomes gaunt, skeletal, fleshless.

Miscellany

Alignment Any evil
Languages Common plus up to three other languages
Skills Arcana +6, History +4, Insight +1, Perception +1
Ability Modifiers Str +0, Dex +3, Con +3, Int +2, Wis -1, Cha +0

Scenarios & Strategies: Hello, Little Girl

The mandibular lich is fairly weak–and only able to recall and prepare charm person, it has few options for an offensive, aggressive agenda. Playing to its strengths like any good strategist would do, it sets about making friends. Charm person only lasts one hour, so by itself, that’s not enough. It wears bandages and thick clothes designed to disguise its nature, claiming to have been horribly scarred in a fire. But it knows that even that appearance looks suspicious or scary to some. So it uses charm person as an ice breaker, openly telling its targets that it has charmed them so that it can prove itself a worthwhile ally. It then attempts to do so, without ever revealing its true nature (or agenda). Often it chooses children or the oppressed or the frustrated to befriend, and its favors are often truly helpful: It deals with bullies, uses its still-moderate Intelligence (and considerable experience) to solve problems, and uses its unnatural gifts creatively. For instance, it might quietly retrieve a lost item from the bottom of a frozen lake (because it can do so without trouble). It might sit and maintain a watch for an entire week without rest because it doesn’t need to sleep. It might rescue miners from a shaft full of toxic fumes. Over time, it plays a long game in which people legitimately think it’s their friend and ally. It refers to itself as their patron and benefactor. And in their gratitude, the people it adopts ultimately end up doing subtle, innocuous favors for it that turn out to play into its long-term plans.

Lacrimal Lich Remnant

Medium undead
Challenge 3 (700 XP)

Defense & Maneuver

Armor Class 15 (natural armor)
Hit Points 15 (2d8 + 6)
Saving Throws Con +5, Int +4, Wis +1
Speed 30 ft.
Senses truesight 120 ft., passive Perception 11

Special Defenses

  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Legendary Resistance (1/Day). If the lich remnant fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The remnant has advantage on saving throws against any effect that turns undead.
  • Diminished Rejuvenation. If the remnant is destroyed but the phylactery isn’t, it has the potential to rise again under the usual conditions for creating a remnant. However, it can only rise once more, and this last time, it rises as an independent skeleton with barely any memory of what it once was.

Attacks

Spellcasting. The lich remnant casts a single spell as a 1st‐level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The remnant has the following wizard spells prepared:

  • Cantrip: ray of frost

Paralyzing Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 10 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.

Miscellany

Alignment Any evil
Languages Common plus up to three other languages
Skills Arcana +6, History +4, Insight +1, Perception +1
Ability Modifiers Str +0, Dex +3, Con +3, Int +2, Wis -1, Cha +0

Scenarios & Strategies: Delusions of Vigor

The lacrimal lich remnant is insane. It remembers being able to wield mightier magics and often believes it still can, sometimes lying to itself and others about why it won’t draw on those powers. Its schemes sometimes don’t make coherent sense, and it will often drop long-range plans to pursue revenge or emotionally gratifying outcomes. It remembers enough arcane gestures, terms, and formulae to pretend to cast spells, and can sometimes bluff the gullible into thinking it wields more power than it really does. (Only spellcasters who can cast the spells that the remnant lich pretends to cast, or characters whose players announce they are skeptical, should roll to see through the bluff, in which case the Wisdom DC is 10.)

 

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1 Response

  1. I asked on Reddit, “If a DM could only give a lich one spell, what one spell would that be?” I asked this mostly because I was curious what opportunities I might have missed. Magic Jar was a good suggestion (courtesy of Enginurd).

    A Redditor called bigmcstrongmuscle, however, made a hell of a case for the spell Dream, explaining how with just that one spell a lich could build a cult (and maybe a whole kingdom) without ever “leaving its sarcophagus.” I’m persuaded: If you want to improve on the Lambdoid Lich Remnant I presented here, go with Dream. Seriously. I liked Modify Memory, but I love Dream.

    Big’s post is worth reading in its entirety and can be viewed here: https://www.reddit.com/r/DnDBehindTheScreen/comments/42ff23/the_epic_megathread_01/czcngb9

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