b'Lich, Hierophant \n'b'  Family:   Lich  \n'b' A pious word always on its dusty lips, the lich seemed content to count its beads and let dust rattle in its throat. Until, at last, it turned to us and said \xe2\x80\x9cI will share my dark blessings with your feeble souls\xe2\x80\x9d-and unleashed horrors I shudder to remember. \n'b'  Medium   undead ,  any evil alignment  \n'b'  Armor Class  14 (natural armor)  Hit Points  91 (14d8 + 28)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  13 (+1)  CON:  15 (+2)  INT:  12 (+1)  WIS:  20 (+5)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +6,  Intelligence  +5,  Wisdom  +9  Skills   Religion  +5,  Insight  +9,  Perception  +9  Damage Resistance  cold, lightning, necrotic  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   truesight  60 ft., passive  Perception  19  Languages  Common, Abyssal, Infernal, Void Speech  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'   Legendary Resistance (3/day) . If the lich fails a saving throw, it can choose to succeed instead. \n'b'  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\xe2\x80\x99t need to concentrate to continue levitating each round. \n'b'  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. \n'b'  Turn Resistance . The hierophant lich has advantage on saving throws against any effect that turns undead. \n'b'  Undead Nature . A hierophant lich doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  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:\n'b'\n'b'   Cantrips (at will) :  guidance ,  mending ,  sacred flame ,  thaumaturgy  \n'b'  1st level (4 slots) :  command ,  detect magic ,  protection from evil and good ,  sanctuary  \n'b'  2nd level (3 slots) :  blindness/deafness ,  hold person ,  silence  \n'b'  3rd level (3 slots) :  animate dead ,  dispel magic ,  spirit guardians  \n'b'  4th level (3 slots) :  banishment ,  freedom of movement ,  guardian of faith  \n'b'  5th level (1 slot) :  flame strike  \n'b'\n'b'  Actions \n'b'   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. \n'b'  Legendary Actions \n'b' The hierophant lich 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 lich regains spent  legendary actions  at the start of its turn. \n'b'   Cantrip . The hierophant lich casts a cantrip. \n'b'  Unholy Smite (Costs 2 Actions) . The heirophant lich uses its Unholy Smite. \n'b'  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\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the hierophant lich\xe2\x80\x99s Damnation for the next 24 hours. \n'b'  Lair \n'b' A hierophant lich often dwells in an underground temple, a ruined cathedral in a lost city, or in the catacombs and tunnels deep beneath a famous tomb or monument. These may be in the wilderness or (in some cases) within a city largely unaware of the hierophant  lich\xe2\x80\x99s  presence. \n'b' Lair Actions \n'b' On  initiative  count 20 (losing  initiative  ties), the hierophant lich can take a lair action to cause one of the following effects; the  lich  can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'  The hierophant lich gains an unholy shield of protection in the form of a shadowy halo of shifting purple. It gains 20  temporary hp  until  initiative  count 20 on the next round. \n'b' The hierophant lich calls on its god to smite a creature that the  lich  can see within 60 feet of it. The target must make a DC 17  Wisdom  saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. If the target fails, it is  poisoned  until  initiative  count 20 on the next round. \n'b' Channeling its god\xe2\x80\x99s energy, the hierophant lich grants up to five allies advantage on their next  attack  rolls. \n'b'  About \n'b' 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. \n'b'  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\xe2\x80\x99s 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.\xc2\xa0The 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. \n'b'  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. \n'b'  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.'