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System Reference Document 5.2.1
Bonus Actions
Leap. The lamia jumps up to 30 feet by spending 10 
feet of movement.
Lemure
Lemure
Medium Fiend (Devil), Lawful Evil
AC 9  Initiative −3 (7)
HP 9 (2d8)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 5 −3 −3 Con 11 +0 +0
Int 1 −5 −5 WIS 11 +0 +0 Cha 3 −4 −4
Resistances Cold
Immunities Fire, Poison; Charmed, Frightened, Poisoned
Senses Darkvision 120 ft. (unimpeded by magical 
Darkness); Passive Perception 10
Languages Understands Infernal but can’t speak
CR 0 (XP 10; PB +2)
Traits
Hellish Restoration. If the lemure dies in the Nine 
Hells, it revives with all its Hit Points in 1d10 days un-
less it is killed by a creature under the effects of a Bless 
spell or its remains are sprinkled with Holy Water.
Actions
Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 
(1d4) Poison damage.
Lich
Lich
Medium Undead (Wizard), Neutral Evil
AC 20  Initiative +17 (27)
HP 315 (42d8 + 126)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 11 +0 +0 Dex 16 +3 +10 Con 16 +3 +10
Int 21 +5 +12 WIS 14 +2 +9 Cha 16 +3 +3
Skills Arcana +19, History +12, Insight +9, Perception +9
Resistances Cold, Lightning
Immunities Necrotic, Poison; Charmed, Exhaustion, 
Frightened, Paralyzed, Poisoned
Gear Component Pouch
Senses Truesight 120 ft.; Passive Perception 19
Languages All
CR 21 (XP 33,000, or 41,000 in lair; PB +7)
Traits
Legendary Resistance (4/Day, or 5/Day in Lair). If 
the lich fails a saving throw, it can choose to suc-
ceed 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.
Actions
Multiattack. The lich makes three attacks, using El-
dritch Burst or Paralyzing Touch in any combination.
Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 
5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.
Paralyzing Touch. Melee Attack Roll: +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.
Spellcasting. The lich casts one of the following spells, 
using Intelligence as the spellcasting ability (spell 
save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, 
Fireball (level 5 version), Invisibility, Lightning Bolt 
(level 5 version), Mage Hand, Prestidigitation
2/Day Each: Animate Dead, Dimension Door, 
Plane Shift
1/Day Each: Chain Lightning, Finger of Death, Power 
Word Kill, Scrying
Reactions
Protective Magic. The lich casts Counterspell or Shield 
in response to the spell’s trigger, using the same spell-
casting ability as Spellcasting.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after 
another creature’s turn, the lich can expend a use to take 
one of the following actions. The lich regains all expended 
uses at the start of each of its turns.
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) Ne-
crotic damage.
Disrupt Life. Constitution Saving Throw: DC 20, each 
creature that isn’t an Undead in a 20-foot Emanation 
originating from the lich. Failure: 31 (9d6) Necrotic 
damage. Success: Half damage. Failure or Success: 
The lich can’t take this action again until the start of its 
next turn.
Frightening Gaze. The lich casts Fear, using the same 
spellcasting ability as Spellcasting. The lich can’t take 
this action again until the start of its next turn.