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<blockquote data-quote="Flamestrike" data-source="post: 7067201" data-attributes="member: 6788736"><p>It happens on initiative count 20. It renders him totally immune to all spellcasting and magical abilities. In addition it renders magical weapons non-magical.... which the Lich is immune to.</p><p></p><p>It is debatable whether or not divine smite is magical in nature. Seeing as it requires the expenditure of a spell slot to function, I would rule it is that it <em>is</em> magical and does not function in an anti-magic field. I'm also assuming the Lich is hovering from between 15 and 20 feet in the air, out of range of anyone trying to grab him or similar shenanigans.</p><p></p><p>From there the Lich is almost certainly immune to anything the party can throw at him, has his turn, and 3 legendary actions.</p><p></p><p>Howl, life drain, flight, and Energy drain can all be used in an anti-magic field. I would have it howl on its turn, then use energy drain and fly up to the roof out of reach of any melee combatants.</p><p></p><p>On turn two I would use the lair action knocking everyone prone, followed by the trap soul ability, followed by the cloud of dust and energy drain legendary actions.</p><p></p><p>I would then on turn three re-established the anti-magic field as my lair action, and use my life drain ability to heal any hit points I lost in the previous turn.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7067201, member: 6788736"] It happens on initiative count 20. It renders him totally immune to all spellcasting and magical abilities. In addition it renders magical weapons non-magical.... which the Lich is immune to. It is debatable whether or not divine smite is magical in nature. Seeing as it requires the expenditure of a spell slot to function, I would rule it is that it [I]is[/I] magical and does not function in an anti-magic field. I'm also assuming the Lich is hovering from between 15 and 20 feet in the air, out of range of anyone trying to grab him or similar shenanigans. From there the Lich is almost certainly immune to anything the party can throw at him, has his turn, and 3 legendary actions. Howl, life drain, flight, and Energy drain can all be used in an anti-magic field. I would have it howl on its turn, then use energy drain and fly up to the roof out of reach of any melee combatants. On turn two I would use the lair action knocking everyone prone, followed by the trap soul ability, followed by the cloud of dust and energy drain legendary actions. I would then on turn three re-established the anti-magic field as my lair action, and use my life drain ability to heal any hit points I lost in the previous turn. [/QUOTE]
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