b'Profane Lich Adept \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  135 (18d8 + 54)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  10 (+0)  CON:  16 (+3)  INT:  17 (+3)  WIS:  19 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +8,  Int  +8,  Wis  +9  Skills   Nature  +8,  Perception  +9,  Survival  +9  Damage Vulnerabilities  radiant \n'b' Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   truesight  120 ft., passive  Perception  19  Languages  Abyssal, Common, Infernal, plus up to three other languages  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Legendary Resistance (3/Day) . If the adept fails a saving throw, it can choose to succeed instead. \n'b'  Rejuvenation . If it has a phylactery, the destroyed adept gains a new body in 1d10 days, regaining half its  hit points  and becoming active again. The new body appears within 5 feet of the phylactery. \n'b'  Spellcasting . The adept is a 13th level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 17, +9 to hit with spell attacks). The adept 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 ,  dispel magic  \n'b'  4th level (3 slots) :  banishment ,  guardian of faith  \n'b'  5th level (2 slots) :  geas ,  insect plague  \n'b'  6th level (1 slot) :  create   undead ,  harm  \n'b'  7th level (1 slot) :  plane shift ,  regenerate  \n'b'   Turn Resistance . The adept has advantage on saving throws against any effect that turns  undead . \n'b'  Actions \n'b'   Commanding Warhammer .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) bludgeoning damage, plus 9 (2d8) necrotic damage, and the target must succeed on a DC 17  Wisdom  saving throw, or be  charmed  by the adept 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 adept touches a willing  undead  creature, within 5 feet of it, and expends a spell slot to channel negative energy. The target regains 8 (1d8 + 4)  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 (2/Day) . The adept presents its holy symbol and speaks a baleful command chastising the living. Each creature within 30 feet of the adept, other than  constructs ,  fiends , and  undead , must succeed on a DC 17  Wisdom  saving throw, or be  frightened  for 1 minute, or until it takes any damage. If a creature with a challenge rating of 3 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 adept 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.'