b'Profane Lich Initiate \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  110 (17d8 + 34)  Speed  30 ft.\n'b' STATS STR: 15 (+2) DEX:  9 (-1)  CON:  15 (+2)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +6,  Int  +7,  Wis  +8  Skills   Nature  +7,  Perception  +8,  Survival  +8  Damage Vulnerabilities  radiant \n'b' Damage Resistances necrotic  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   darkvision  120 ft., passive  Perception  18  Languages  Abyssal, Common, Infernal, plus up to three other languages  Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'   Legendary Resistance (2/Day) . If the initiate fails a saving throw, it can choose to succeed instead. \n'b'  Rejuvenation . If it has a phylactery, the destroyed initiate gains a new body in 2d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 feet of the phylactery. \n'b'  Spellcasting . The initiate is a 9th level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 16, +8 to hit with spell attacks). The initiate 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 (4 slots) :  blindness/deafness ,  hold person ,  spiritual weapon  \n'b'  3rd level (3 slots) :  animate dead ,  dispel magic  \n'b'  4th level (3 slots) :  banishment ,  guardian of faith  \n'b'  5th level (2 slots) :  geas ,  insect plague  \n'b'   Turn Resistance . The initiate has advantage on saving throws against any effect that turns  undead . \n'b'  Actions \n'b'   Commanding Warhammer .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) bludgeoning damage, plus 4 (1d8) necrotic damage, and the target must succeed on a DC 15  Wisdom  saving throw, or be  charmed  by the initiate 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'  Bane of Life (1/Day) . The initiate presents its holy symbol and speaks a baleful command, chastising the living. Each creature within 30 feet of the initiate, other than  constructs ,  fiends , and  undead , must succeed on a DC 16  Wisdom  saving throw, or be  frightened  for 1 minute, or until it takes any damage. If a creature with a challenge rating of 2 or lower fails its saving throw against this effect, it immediately drops to  0 hit points . A  frightened  creature must spend its turns moving as far away from the initiate as it can. As its action, the creature can only use  Dash   actions , or to try to escape an effect that prevents it from moving. If it has nowhere to move, the creature can use the  Dodge  action.'