b'Profane Lich Magus \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  153 (18d8 + 72)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  11 (+0)  CON:  18 (+4)  INT:  18 (+4)  WIS:  20 (+5)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +10,  Int  +10,  Wis  +11  Skills   Nature  +10,  Perception  +11,  Survival  +11  Damage Vulnerabilities  radiant \n'b' Damage Resistances cold, lightning, necrotic  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   truesight  120 ft., passive  Perception  21  Languages  Abyssal, Common, Infernal, plus up to three other languages  Challenge  20 (25,000 XP) \n'b' Special Traits \n'b'   Legendary Resistance (3/Day) . If the magus fails a saving throw, it can choose to succeed instead. \n'b'  Rejuvenation . If it has a phylactery, the destroyed magus gains a new body in 1d10 days, regaining all its  hit points  and becoming active again. The new body appears within 5 feet of the phylactery. \n'b'  Spellcasting . The magus is an 18th level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 19, +11 to hit with spell attacks). The magus has the following  cleric  spells prepared: \n'b'   Cantrips (at will) :  guidance ,  resistance ,  thaumaturgy  \n'b'  1st level (4 slots) :  bane ,  inflict wounds ,  shield of faith  \n'b'  2nd level (3 slots) :  blindness/deafness ,  hold person ,  spiritual weapon  \n'b'  3rd level (3 slots) :  animate dead ,  bestow curse ,  dispel magic  \n'b'  4th level (3 slots) :  banishment ,  divination ,  guardian of faith  \n'b'  5th level (3 slots) :  geas ,  insect plague ,  scrying  \n'b'  6th level (1 slot) :  create   undead ,  harm  \n'b'  7th level (1 slot) :  plane shift ,  regenerate  \n'b'  8th level (1 slot) :  control weather ,  earthquake  \n'b'  9th level (1 slot) :  astral projection ,  gate  \n'b'   Turn Resistance . The magus has advantage on saving throws against any effect that turns  undead . \n'b'  Actions \n'b'   Commanding Warhammer .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) bludgeoning damage, plus 9 (2d8) necrotic damage, and the target must succeed on a DC 18  Wisdom  saving throw, or be  charmed  by the magus for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Restore Undeath . The magus touches a willing  undead  creature, within 5 feet of it, and expends a spell slot to channel negative energy. The target regains 9 (1d8 + 5)  hit points , plus an additional 4 (1d8)  hit points  for each slot level above 1st of the expended spell slot. \n'b'  Bane of Life (3/Day) . The magus presents its holy symbol and speaks a baleful command, chastising the living. Each creature within 30 feet of the magus, other than  constructs ,  fiends , and  undead , must succeed on a DC 19  Wisdom  saving throw, or be  frightened  for 1 minute, or until it takes any damage. If a creature with a challenge rating of 4 or lower fails its saving throw against this effect, it immediately drops to  0 hit points . While  frightened , a creature must spend its turn moving as far away from the magus as it can. It can only use  Dash   actions , or  actions  to try to escape an effect that prevents it from moving away. If it has nowhere to move, the creature can use the  dodge  action. \n'b'  Legendary Actions \n'b' The magus can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The magus regains spent legendary  actions  at the start of its turn. \n'b'   Cantrip . The magus casts a cantrip. \n'b'  Commanding Warhammer (Costs 2 Actions) . The magus attacks with its Commanding Warhammer. \n'b'  Unholy  Healing  (Costs 2 Actions) . The magus uses its Restore Undeath ability. \n'b'  Profane Sermon (Costs 3 Actions) . The magus speaks a portion of an unholy sermon. Creatures within 30 feet that can hear the magus, other than  undead , must make a DC 21  Constitution  saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally,  undead  creatures within 30 feet, that can hear the magus, regain 4 (1d8)  hit points .'