A Demi-Lich appears as an incorporeal Wraith, with red eyes that glow.
Str: 16 (+3) Dex: 18 (+4) Con: 18 (+4)** Int: 22 (+6) Wis: 18 (+4) Cha: 18 (+4)
**Note that as an undead creature, for most purposes a Lich has no Constitution
Saves: Con: +11, Int: +13, Wis: +11
Damage Resistances: All
Damage and Condition Immunities: Mind Affecting, Fear, Charm, Sleep, Strength or Constitution Loss, Polymorph, Insanity, Death, Poison, Energy Drain, Necrotic, Stun, Paralyze, Fear, Disease, Bludgeoning-Piercing-Slashing from Non Magical Weapons, Psychic, Cold, Electricity, Criticals
Rejuvenation: Within 1-10 hours if killed it grows a new spectral body next to its Phylactery
Paralyzing Touch: +15 to hit, reach 5 feet, hit does 5d6 cold damage. DC 21 Wis save or Paralyzed for 1 hour. No saves allowed each round. Once saved against target is immune from it for 24 hours.
Fear Aura: Anything less than 7 levels or HD within 60’ radius of it must make a DC 21 Wisdom Save versus fear or become frightened for five minutes. No saves allowed each round. If they fail it by 5 or more they run away at max speed for the whole time.
Senses: Passive Perception 21, Darkvision 120 ‘, True Seeing 120’
Languages: Common plus 7 others.
Caster: Wizard of at least 25-29th level. Can cast any Wizard Cantrip at will as a bonus action.
XP: 45,000 +10,000 if in Lair
Immune to anything that turns undead and also from damage from Channel Divinty that harms undead.
Avoidance: Save or half dmg now equals no dmg, and half on a fail.
Legendary Resistance: 3x day
Legendary Actions: Can do three actions, one at a time, and only at the end of another creatures turn. Regain them all at the start of the Lich’s turn.
---Paralyzing Touch (1 Action): As above
---Disrupt Life (1 Action): Each creature within 20 foot radius of the Demi-Lich must make a DC 20 Con save or take 6d6 Necrotic damage, or half on a successful save.
---Flight (1 Action): The Demi-Lich flies up to half its flying speed.
---Cloud of Dust (1 Action): The Demi-Lich magically swirls its dusty remains. Each creature within 10 feet of the Demi-Lich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the Demi-Lich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the Demi-Lich's next turn.
---Energy Drain (2 Actions): Each creature within 30 feet of the Demi-Lich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 3d6. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the
greater restoration spell or similar magic.
---Vile Curse (3 Actions): The Demi-Lich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Lair Actions: On initiative count of 20:
---Roll a d9 and regain a spell slot of that level. If none of that level were used it is wasted.
--- The lich targets one creature it can see within 30 feet 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 18 Constitution 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 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 15d6 necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.