Size:
Medium
Type:
Undead
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: controller
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Unholy Smite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.
Legendary Action
Cantrip
The hierophant lich casts a cantrip.
Legendary Action
Damnation (Costs 2 Actions)
The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened 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. If a target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours.
Legendary Action
Unholy Smite (Costs 2 Actions)
The heirophant lich uses its Unholy Smite.
Special
1st level (4 slots)
command, detect magic, protection from evil and good, sanctuary
Special
2nd level (3 slots)
blindness/deafness, hold person, silence
Special
3rd level (3 slots)
animate dead, dispel magic, spirit guardians
Special
4th level (3 slots)
banishment, freedom of movement, guardian of faith
Special
Cantrips (at will)
guidance, mending, sacred flame, thaumaturgy
Special
flame strike
5th level (1 slot)
Special
Legendary Resistance (3/day)
If the lich fails a saving throw, it can choose to succeed instead.
Special
Levitate
As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round.
Special
Rejuvenation
If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.
Special
Spellcasting
The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:
Special
Turn Resistance
The hierophant lich has advantage on saving throws against any effect that turns undead.
Special
Undead Nature
A hierophant lich doesn't require air, food, drink, or sleep.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
touch
5 (1d8+5 plus paralyzing touch)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation
action. The aura functions like the fear spell. A fear aura is an area effect.
Special
|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation
You can make a melee attack that causes a living creature to become shaken for 9 rounds.
Special
|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation
If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit Dice, minus 2.
Special
|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation
Any living creature a lich hits with its touch attack must succeed on a Paralysis save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a Perception check or a Medicine check reveals that the victim is still alive.
Special
|Fear Aura|Grave Touch|Paralyzing Touch|Rejuvenation
When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days-if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
Action
1 touch or 1 spell
1-10 + paralysis or by spell

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Craft Wondrous Item
Action
Feat 10
Toughness
Action
Feat 2
Defensive Combat Training
Action
Feat 3
Extend Spell
Action
Feat 4
Improved Lightning Reflexes
Action
Feat 5
Iron Will
Action
Feat 6
Lightning Reflexes
Action
Feat 7
Maximize Spell
Action
Feat 8
Quicken Spell
Action
Feat 9
Scribe Scroll
Action
Melee 1
touch +5 (1d8+5 plus paralyzing touch)

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. positive
Ability
Arcane Prepared Spells
DC 36, attack +26; 6th chain lightning, dominate, vampiric exsanguination; 5th cloudkill, cone of cold (x2), wall of ice; 4th dimension door, dispel magic, fire shield, fly; 3rd blindness, locate, magic missile, vampiric touch; 2nd false life, mirror image, resist energy, see invisibility; 1st fleet step, ray of enfeeblement (x2), true strike; Cantrips (6th) detect magic, mage hand, message, ray of frost, shield
Ability
Counterspell
Circumstance: Trigger: A creature casts a spell the lich has prepared.
The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell.
Ability
Drain Soul Cage
Frequency: once per day
Effect: The lich taps into its soul cage's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability.
Ability
Frightful Presence
(aura, emotion, fear, mental) 60 feet, DC 29
Ability
Paralyzing Touch
(arcane, curse, incapacitation, necromancy) A creature damaged by the lich's hand Strike must succeed at a DC 32 Fortitude save. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive.
Ability
Steady Spellcasting
If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted.
Offense
Melee
Circumstance: combat round (melee)
hand +24 [+19/+14] (finesse, magical), Damage 4d8 negative plus paralyzing touch
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
potion of invisibility
scroll of teleport
staff of fire (greater)
Language
Abyssal
Aklo
Common
Draconic
Elven
Infernal
Necril
Undercommon
Perception
darkvision
Resistance
cold 10
physical 10 (except magic bludgeoning)
The hierophant lich is a dry, dusty skeleton with fragments of hair and skin and a fierce, raging light of unholy zeal blazing in its eyes. It is often crowned by a black halo, wreathed in purple flames, or wielding a staff topped with a demonic head that whispers vile suggestions or wicked prophecies to it.
Servants of Dark Gods. The hierophant lich is always a devout follower of a dark god, demon lord, arch-devil, or creature of outer darkness. When the hierophant's mortal lifetime would normally end, its dark master grants it additional life, so that it may continue to serve darkness. Usually, this gift is dispensed as part of the burial rites of the hierophant lich. The creature rises just as its body is about to be buried. In other cases, it leaves its tomb shortly after burial, or it stands up when the fires of its cremation are just starting to catch.
Reborn at the Altar. Each hierophant lich has a sacred vessel that protects its vile soul. So long as this altar, unholy relic, or other sacred object remains whole, the hierophant lich is never permanently slain.
Pure Evil Bones. The bones of a hierophant lich are said to contain deep, unholy power that serves to produce unholy scrolls, wardings, or wands.
5e SRD