ce (spell save DC 20, +12 to hit with spell attacks).
The lich has the following wizard
spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Monster Manual, p. 202
Mage hand and prestidigitation are wastes of space, especially considering liches can use cantrips
as legendary actions. We’ll replace those with chill touch to keep your foes from healing, and
sapping sting because making players go prone is funny. Next, we can drop detect magic and
replace it with expeditious retreat; a fast lich is scarier than a slow one. Moving on to second level
spells: detect thoughts is pretty limited in its utility, so maybe Tasha’s mind whip instead. Let’s drop
invisibility too and pick up greater invisibility as a 4th level.
Animate dead at level 3 is a problem. You can create skeletons or zombies with this spell. A single
lich is a deadly encounter for a party of four level 15 PCs. Skeletons and zombies are nothing to
players at this level. Casting this spell isn’t worth the action or the spell slot to the lich. Here’s
where the build gets nasty. I’m putting in life transference. Life transference deals necrotic damage
to the caster in order to deliver healing to the target. The damage cannot be reduced, but I’m sure a
wizard as skilled as Szass can find a way around this…
Other than the previous addition of greater invisibility, level 4 is good. Level 5 has cloudkill which
is fun for the lich as it is immune to poison damage. I’d skip globe of invulnarability at level 6
though. It locks the lich in once place and doesn’t do anything to protect it from melee attackers. I’ll
substitute create undead which still summons only CR 3 undead, but it’s what we have to work
with. 7th level looks good as well; finger of death is a must. At level 8, substitute feeblemind for
power word stun. I’d swap out power word kill at level 9, but a lich has gotta have power word kill,
even if it isn’t the most useful spell.
Traits for Szass Tam
Next we’ll touch up Szass’ abilities a bit. He has turn resistance, but let’s make that turn immunity.
Next, he needs something to toughen up his undead allies:
Negative Energy Field. Szass overflows with the power of the Plane of Negative
Energy. Undead within 300 ft of Szass do not die when reduced to 0 hit points unless
they have taken radiant damage. Undead creatures in this area are also under the effect
of the haste spell.
and
Necrotic Absorption. Whenever Szass is subjected to necrotic damage, he takes no
damage and instead regains a number of hit points equal to the necrotic damage dealt.
These two traits will bolster Tam’s allies, and let him heal them with life transference without being
harmed. Keep in mind that create undead has to be recast every 24 hours to keep those undead
allies, so Szass Tam will likely start combat without his 9th level spell slot.
I’ll be testing this stat block out in the arena, and let you know if it needs any revisions. In the
meantime, check out our magic item pricings.
Categories: The Stat Blocks You Need
2 Comments
Lich: Threading the Needle - Dungeonsports Coliseum · November 27, 2023 at 8:58 am
[…] Now that you’ve looked at the basic lich, take a look at the stat block I put together for Szass
Tam. […]
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Archliches of DnD - Dungeonsports Coliseum · March 2, 2024 at 10:19 am
[…] Szass Tam doesn’t currently have a published stat bock, but I’ve made one for him, in case
you’re interested. […]
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