Bob's original stat block, verbatim. An epic-level aberrant mind that underwent the ritual sealing away its essence, becoming undead, a lich, without losing its body.
60-ft cone, stun for 3d4 rounds (Will DC 30 negates).
If the Ice Lich maintains a grapple with all four tentacles for 1 full round, it extracts and consumes the target's brain, instantly slaying non-undead / constructs.
Fortitude DC 30 or permanently paralyzed. Remove Paralysis or Dispel Magic cures it.
Creatures within 15 ft. take 2d6 Cold and 2d6 Electricity damage each round (Reflex DC 30 half).
Spell-Like Abilities (CL 21st) At Will: Detect Thoughts, Levitate, Clairaudience/Clairvoyance.
Damage Reduction 15/Bludgeoning and Magic. Immunity to Cold, Electricity, Polymorph, and Mind-Affecting effects.
+6 against attempts to turn or rebuke it.
34.
Caster Level 21st. Save DC 19 + spell level, 21 + spell level for Evocation and Necromancy.
| Level | Spells |
|---|---|
| 0th | Ray of Frost, Mage Hand, Touch of Fatigue, Prestidigitation |
| 1st | Shield, Ray of Enfeeblement, Shocking Grasp, Magic Missile (x3) |
| 2nd | Scorching Ray (Cold Substituted), Mirror Image, Blindness/Deafness, False Life, See Invisibility |
| 3rd | Lightning Bolt (x2), Frost Lance, Dispel Magic, Haste, Vampiric Touch |
| 4th | Ice Storm (x2), Enervation (x2), Greater Invisibility, Solid Fog |
| 5th | Cone of Cold (x2), Telekinesis, Wall of Force, Feeblemind |
| 6th | Chain Lightning (x2), Disintegrate, Freezing Sphere, Circle of Death |
| 7th | Finger of Death, Forcecage, Prismatic Spray, Control Weather (Freezing Storm) |
| 8th | Polar Ray (x2), Horrid Wilting, Greater Teleport, Mind Blank |
| 9th | Wail of the Banshee, Time Stop, Meteor Swarm (Cold/Electricity), Energy Drain |
| 10th (Epic) | Epic Spell: Glacial Cataclysm, a massive AOE cold/lightning blast that encases the battlefield in black permafrost |
A from-scratch monster conversion, built to 5e's own math for a solo, CR 21 threat rather than forcing 3.5e's epic-caster numbers into a 5e frame.
Arcana uses Expertise (double proficiency), the closest 5e equivalent to a 21st-level wizard's Spellcraft. Immunities and truesight carry over the aberrant mind's original resistance to cold, electricity, polymorph, and mind-affecting effects, reframed in 5e's own vocabulary.
The Ice Lich has advantage on saving throws against spells and other magical effects (reskin of Spell Resistance 34).
If the Ice Lich fails a saving throw, it can choose to succeed instead.
At the start of each of the Ice Lich's turns, each creature within 15 feet of it takes 7 (2d6) cold damage and 7 (2d6) lightning damage.
The Ice Lich doesn't require air, food, drink, or sleep.
The Ice Lich makes four Tentacle attacks.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 9 (1d6+5) bludgeoning damage plus 10 (3d6) cold damage, and the target must succeed on a DC 23 Constitution saving throw or be paralyzed until the paralysis is removed by magic such as lesser restoration.
Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage plus 7 (2d6) cold damage and 7 (2d6) lightning damage. The target can make a DC 23 Wisdom saving throw, taking half damage on a success.
60-foot cone. Each creature in that area must succeed on a DC 23 Wisdom saving throw or be stunned for 1 minute, repeating the save at the end of each of its turns.
If the Ice Lich is grappling a creature with all four tentacles at the start of its turn, the target must succeed on a DC 23 Constitution saving throw or die instantly as its brain is extracted and consumed. Constructs and other undead are immune.
The Ice Lich is a 21st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). It requires no material components. It has the following wizard spells prepared:
| Level | Spells |
|---|---|
| Cantrips (at will) | Mage Hand, Prestidigitation, Ray of Frost, Toll the Dead |
| 1st (4 slots) | Magic Missile, Shield |
| 3rd (3 slots) | Counterspell, Lightning Bolt |
| 5th (3 slots) | Cone of Cold, Wall of Force |
| 7th (1 slot) | Fire Storm (reskinned as ice) |
| 9th (1 slot) | Meteor Swarm, Time Stop |
The Ice Lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Ice Lich regains spent legendary actions at the start of its turn.
The Ice Lich makes one Tentacle attack.
The Ice Lich hurls a bolt of cold and lightning at one creature it can see within 60 feet, requiring a DC 23 Dexterity saving throw. On a failure the target takes 22 (4d10) cold and lightning damage, half as much on a success.
The Ice Lich reads the surface thoughts of one creature it can see within 60 feet, as the detect thoughts spell.