b'Apocryphal Lich Master \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  150 (20d8 + 60)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  18 (+4)  CON:  16 (+3)  INT:  22 (+6)  WIS:  19 (+4)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Str  +7,  Dex  +11,  Con  +10,  Int  +13,  Wis  +11  Skills   Arcana  +18,  History  +13,  Perception  +11  Damage Resistances  cold, lightning, necrotic  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   truesight  120 ft., passive  Perception  21  Languages  Common, plus up to six other languages, telepathy 60 ft.  Challenge  23 (50,000 XP) \n'b' Special Traits \n'b'   Arcane Dismantlement . Whenever the master successfully dispels or counters a spell with  dispel magic ,  counterspell , or a similar spell, it can make an  Intelligence  ( Arcana ) check against a DC equal to the spell\xe2\x80\x99s level + the spell save DC of the spell\xe2\x80\x99s caster. On a success, the master regains use of an expended spell slot equal to or less than the dispelled spell\xe2\x80\x99s level. \n'b'  Forbidden Revelations . As a bonus action, the master projects eldritch knowledge to all creatures within range of its telepathy, overloading their senses with incomprehensible revelations. Creatures in range, that understand at least one language, must succeed on a DC 19  Wisdom  saving throw, or take 9 (2d8) psychic damage and have disadvantage on  attack  rolls and ability checks until the start of the master\xc2\x92s next turn. \n'b'  Legendary Resistance (3/Day) . If the master fails a saving throw, it can choose to succeed instead. \n'b'  Rejuvenation . If it has a phylactery, the destroyed master 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 master is a 20th level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 21, +13 to hit with spell attacks). The master has the following  wizard  spells prepared: \n'b'   Cantrips (at will) :  acid splash ,  mage hand ,  prestidigitation  \n'b'  1st level (4 slots) : chromatic orb,  detect magic ,  magic missile ,  shield  \n'b'  2nd level (3 slots) :  detect thoughts ,  invisibility ,  mirror image ,  ray of enfeeblement  \n'b'  3rd level (3 slots) :  animate dead ,  counterspell ,  dispel magic ,  fireball  \n'b'  4th level (3 slots) :  blight ,  confusion ,  dimension door  \n'b'  5th level (3 slots) :  cloudkill ,  cone of cold ,  scrying  \n'b'  6th level (2 slots) :  disintegrate ,  globe of invulnerability  \n'b'  7th level (2 slots) :  finger of death ,  plane shift  \n'b'  8th level (1 slot) :  dominate monster ,  power word stun  \n'b'  9th level (1 slot) :  power word kill ,  time stop  \n'b'   Turn Resistance . The master has advantage on saving throws against any effect that turns  undead . \n'b'  Actions \n'b'   Paralyzing Touch .  Melee Weapon Attack : +13 to hit, reach 5 ft., one creature.  Hit : 14 (4d6) cold damage, and the target must succeed on a DC 20  Constitution  saving throw, or be  paralyzed  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'  Legendary Actions \n'b' The master 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 master regains spent legendary  actions  at the start of its turn. \n'b'   Cantrip . The master casts a cantrip. \n'b'  Paralyzing Touch (Costs 2 Actions) . The master uses its Paralyzing Touch. \n'b'  Sense Weakness (Costs 2 Actions) . The master telepathically probes a creature it can see, within the range of its telepathy, for its strengths and weaknesses. The target must succeed on a DC 19  Charisma  saving throw, or the master learns of the target\xe2\x80\x99s damage vulnerabilities, resistances, and immunities, as well as condition immunities and the exact number of  hit points  remaining. \n'b'  Frightening Apocrypha (Costs 3 Actions) . The master telepathically focuses a stream of forbidden knowledge on one creature it can see within 20 feet of it. The target must succeed on a DC 20  Wisdom  saving throw, or become  frightened  for 1 minute. While  frightened , the creature has disadvantage on  Intelligence ,  Wisdom , and  Charisma  saving throws against the master\xc2\x92s  wizard  spells. The  frightened  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 has advantage on  Intelligence ,  Wisdom , and  Charisma  saving throws against the master\xc2\x92s spells until the next time it fails to save against one of them, and is immune to the  lich\xe2\x80\x99s  gaze for the next 24 hours.'