| Hit Dice: | 11d12+3 (74 hp) |
| Initiative: | +3 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 23 (+3 Dex, +5 natural, +4 bracers of armor +4, +1 ring of protection +1), touch 14, flat-footed 20 |
| Base Attack/Grapple: | +5/+5 |
| Attack: | Touch +5 melee (1d8+5 negative energy plus paralysis) or quarterstaff +5 melee (1d6) or dagger +5 melee (1d4/19–20) or masterwork light crossbow +9 ranged (1d8/19–20) |
| Full Attack: | Touch +5 melee (1d8+5 negative energy plus paralysis) or quarterstaff +5 melee (1d6) or dagger +5 melee (1d4/ 19–20) or masterwork light crossbow +9 ranged (1d8/19–20) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Damaging touch, fear aura, paralyzing touch, spells |
| Special Qualities: | Damage reduction 15/bludgeoning and magic, darkvision 60 ft., immunity to cold, electricity, polymorph, and mind-affecting effects, turn resistance +4, undead traits |
| Saves: | Fort +4, Ref +7, Will +10 (cloak of resistance +1) |
| Abilities: | Str 10, Dex 16, Con —, Int 19, Wis 14, Cha 13 |
| Skills: | Concentration +15, Decipher Script +14, Hide +15, Knowledge (arcana) +18, Listen +12, Move Silently +16, Search +16, Sense Motive +10, Spellcraft +20, Spot +12; racial bonuses |
| Feats: | Combat Casting, Craft Wondrous Item, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Still Spell, Toughness |
| Environment: | Temperate plains |
| Organization: | Solitary |
| Challenge Rating: | 13 |
| Treasure: | Standard coins; double goods; double items |
| Alignment: | Neutral evil |
| Advancement: | By character class |
| Level Adjustment: | +4 |
This skeletal creature wears the rotting, rich robes of a mighty wizard long dead. Hateful crimson light dances in its empty eye sockets.
This example uses an 11th-level human wizard as the character.
A lich’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. The Will save against this lich’s fear aura and damaging touch, and the Fortitude save against its paralyzing touch, have a DC of 16.
Wizard Spells Prepared (4/5/5/5/4/2/1; save DC 14 + spell level): 0—acid splash, detect magic, ray of frost*, touch of fatigue; 1st—expeditious retreat, magic missile (3), ray of enfeeblement; 2nd—mirror image, protection from arrows, scorching ray*, spectral hand, web; 3rd—dispel magic, fireball*, haste, lightning bolt*, vampiric touch; 4th—enervation, fear, ice storm*, shout*; 5th—cone of cold*, teleport; 6th—disintegrate.
Possessions: Bracers of armor +4, cloak of resistance +1, potion of gaseous form, ring of protection +1, scroll of summon monster IV (8th level), wand of magic missile (50 charges, 9th level).
Source: Monster Manual (version 3.5), page 166.