Lich Shade
Medium undead, neutral evil
Armor Class
16 (natural armor)
Hit Points
85 (9d8 + 45)
Speed
30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
13 (+1)
Damage Immunities
necrotic
Damage Resistances
cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Senses
darkvision 60 ft., passive Perception 16
Skills
Arcana +7, History +7, Insight +6, Perception +6
Languages
Common, Infernal, plus up to four other languages
Challenge
8 (3,900 XP)
Death Throes. When the lich shade drops to 0 hit points, it explodes in a cloud of dust in a 10-foot radius. Creatures within this area must make a DC 16 Constitution saving throw. On a failed saving throw, the creature takes 22 (4d10) necrotic damage, and the creature’s maximum hit points are reduced by the same amount. If a creature’s maximum hit points are reduced to 0, it dies. Magic such as greater restoration is necessary to cure this effect. On a successful saving throw, the creature takes half damage and is poisoned for 1 minute, but its maximum hit points are unaffected. Magic Resistance. The lich shade has advantage on saving throws against spells and other magical effects.
Magic Weapon. The lich shade’s weapon attacks are magical.
Actions
Multiattack. The lich shade makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 11 (2d10) cold damage.
Reactions
Spell Leech. When a creature the lich shade can see within 30 feet of it casts a spell of 1st level or higher, the lich shade can counter the spell, as if the lich shade had cast counterspell. If the lich shade attempts to leech a spell of 4th level or higher, it must make an Intelligence ability check. The DC for this check is 10 + the spell’s level.
If the spell leech is successful, the lich shade absorbs the magical energy and can use it only on its next turn in one of the following ways:
- Cast. The lich shade can cast the spell as an action on its turn, using the original caster’s spell save DC and spell attack modifier.
- Eldritch Bolt. The lich shade chooses one creature it can see within 60 feet of it as an action. That creature must make a DC 16 Dexterity saving throw, taking 22 (4d10) force damage on a failed saving throw, or half as much damage on a successful one.
- Heal. The lich shade uses an action to regain 22 (4d10) hit points, up to its maximum hit points.
If the lich shade does not use the absorbed magic, it fades at the end of its next turn.