Full Statistics

The Ice Lich

Aberrant Mind, Turned Lich

D&D 3.5 Edition

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.

Level / Class: 21st-Level Aberrant Wizard (Cryo-Storm Specialist) / Archmage Creature Type: Medium Undead (Augmented Aberration) Hit Dice: 21d12+84 (220 hp) Initiative: +8 Speed: 30 ft., Fly 60 ft. (Good) Armor Class: 34 (+4 Dex, +8 Natural, +7 Armor [Bracers of Armor +7], +5 Deflection), touch 19, flat-footed 30 Base Attack / Grapple: +10 / +15 Space / Reach: 5 ft. / 5 ft. (Tentacles 10 ft.)
Attacks
4 Tentacles: +15 melee (1d4+5 plus Paralysis and Cold) Touch Attack: +15 melee touch (1d8+5 negative energy plus 2d6 cold and 2d6 electricity, Will DC 30 half) Full Attack: 4 Tentacles +15 melee (1d4+5 plus Paralysis) and 1 Touch +10 melee touch
Special Attacks

Mind Blast (Psionic / Aberrant Aura)

60-ft cone, stun for 3d4 rounds (Will DC 30 negates).

Extract Brain

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.

Paralyzing Touch

Fortitude DC 30 or permanently paralyzed. Remove Paralysis or Dispel Magic cures it.

Chilled Lightning Aura

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.

Special Qualities

Undead & Aberrant Traits

Damage Reduction 15/Bludgeoning and Magic. Immunity to Cold, Electricity, Polymorph, and Mind-Affecting effects.

Turn Resistance

+6 against attempts to turn or rebuke it.

Spell Resistance

34.

Saving Throws
Fortitude
+13
Reflex
+13
Will
+21
Ability Scores
STR
16
DEX
18
CON
Undead, no score
INT
28
WIS
20
CHA
22
Skills
Concentration: +30
Knowledge (Arcana): +35
Knowledge (The Planes): +35
Knowledge (Dungeoneering): +35
Spellcraft: +37
Spot: +25
Listen: +25
Search: +30
Feats
Quicken Spell Maximize Spell Empower Spell Spell Focus (Evocation) Greater Spell Focus (Evocation) Spell Focus (Necromancy) Greater Spell Focus (Necromancy) Iron Will Improved Initiative Craft Wondrous Item Energy Substitution (Electricity)
Epic Feats
Epic Spellcasting Automatic Quicken Spell (0th-3rd) Improved Spell Capacity (10th level slot)
Wizard Spells Prepared

Caster Level 21st. Save DC 19 + spell level, 21 + spell level for Evocation and Necromancy.

LevelSpells
0thRay of Frost, Mage Hand, Touch of Fatigue, Prestidigitation
1stShield, Ray of Enfeeblement, Shocking Grasp, Magic Missile (x3)
2ndScorching Ray (Cold Substituted), Mirror Image, Blindness/Deafness, False Life, See Invisibility
3rdLightning Bolt (x2), Frost Lance, Dispel Magic, Haste, Vampiric Touch
4thIce Storm (x2), Enervation (x2), Greater Invisibility, Solid Fog
5thCone of Cold (x2), Telekinesis, Wall of Force, Feeblemind
6thChain Lightning (x2), Disintegrate, Freezing Sphere, Circle of Death
7thFinger of Death, Forcecage, Prismatic Spray, Control Weather (Freezing Storm)
8thPolar Ray (x2), Horrid Wilting, Greater Teleport, Mind Blank
9thWail 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

D&D 5th Edition (2024)

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.

3.5e's epic wizard math (caster level 21, ability scores past 25, stacking deflection and armor bonuses) has no direct 5e equivalent, 5e simply doesn't build casters this way past level 20. Rather than translate spell-slot-by-spell-slot, this build treats the Ice Lich as a proper 5e monster: a full stat block at the power level 5e itself uses for a CR 21 solo encounter, with its signature abilities (paralyzing tentacles, the cold-lightning aura, the mind blast, brain extraction) carried over as monster traits and actions instead of prepared spells.
Medium Undead Neutral Evil Proficiency Bonus: +7 Challenge: 21 (33,000 XP)
STR
18
+4
DEX
20
+5
CON
22
+6
INT
26
+8
WIS
20
+5
CHA
22
+6
Armor Class: 22 (Natural Armor, Ring of Protection) Hit Points: 284 (27d8 + 162) Speed: 30 ft., fly 60 ft. (hover) Saving Throws: Dex +12, Con +13, Int +15, Wis +12, Cha +13 Skills: Arcana +22 (Expertise), History +15, Investigation +15, Perception +12 Damage Immunities: Cold, Lightning, Necrotic, Poison Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses: truesight 120 ft., passive Perception 22 Languages: Deep Speech, Void Speech, telepathy 120 ft.

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.

Traits

Magic Resistance

The Ice Lich has advantage on saving throws against spells and other magical effects (reskin of Spell Resistance 34).

Legendary Resistance (3/Day)

If the Ice Lich fails a saving throw, it can choose to succeed instead.

Rimed Aura

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.

Undead Nature

The Ice Lich doesn't require air, food, drink, or sleep.

Actions

Multiattack

The Ice Lich makes four Tentacle attacks.

Tentacle

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.

Draining Touch

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.

Mind Blast (Recharge 5–6)

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.

Extract Brain

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.

Spellcasting

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:

LevelSpells
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
Legendary Actions

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.

Tentacle

The Ice Lich makes one Tentacle attack.

Cold-Lightning Bolt (Costs 2 Actions)

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.

Recall Memory (Costs 3 Actions)

The Ice Lich reads the surface thoughts of one creature it can see within 60 feet, as the detect thoughts spell.

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