b'Apocryphal Lich Magus \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  135 (18d8 + 54)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  16 (+3)  CON:  16 (+3)  INT:  20 (+5)  WIS:  18 (+4)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +10,  Int  +12,  Wis  +11  Skills   Arcana  +19,  History  +11,  Perception  +10  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  20  Languages  Common, plus up to five other languages  Challenge  21 (33,000 XP) \n'b' Special Traits \n'b'   Arcane Dismantlement . Whenever the magus 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 magus recovers an expended spell slot equal to or less than the dispelled spell\xe2\x80\x99s level. \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  Intelligence  (spell save DC 20, +12 to hit with spell attacks). The magus has the following  wizard  spells prepared: \n'b'   Cantrips (at will) :  acid splash ,  mage hand ,  prestidigitation  \n'b'  1st level (4 slots) :  detect magic ,  magic missile ,  shield  \n'b'  2nd level (3 slots) :  detect thoughts ,  invisibility ,  mirror image  \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) :  cone of cold ,  scrying  \n'b'  6th level (1 slot) :  disintegrate ,  globe of invulnerability  \n'b'  7th level (1 slot) :  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  \n'b'   Turn Resistance . The magus has advantage on saving throws against any effect that turns  undead . \n'b'  Actions \n'b'   Paralyzing Touch .  Melee Weapon Attack : +12 to hit, reach 5 ft., one creature.  Hit : 10 (3d6) cold damage, and the target must succeed on a DC 19  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 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'  Paralyzing Touch (Costs 2 Actions) . The magus uses its Paralyzing Touch. \n'b'  Sense Weakness (Costs 2 Actions) . The magus 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 magus 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 magus 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 19  Wisdom  saving throw, or become  frightened  for 1 minute. While  frightened , the creature has disadvantage on  Intelligence ,  Wisdom , and  Charisma  saving throws against the magus\xc2\x92  wizard  spells. The  frightened  creature 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 magus\xc2\x92 spells until the next time it fails to save against one of them, and is immune to the magus\xe2\x80\x99 gaze for the next 24 hours.'