Lich
Medium undead- Challenge
- STR
- 0
- DEX
- 3
- CON
- 3
- INT
- 5
- WIS
- 2
- CHA
- 3
- Soak
- 2
- Fort
- +9
- Ref
- +7
- Will
- +10
Legendary Resistance (3/day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its health and becoming active again. The new body appears within 1 meter of the phylactery.
Spellcasting. The lich uses Arcana (int) to cast spells (spell save Difficulty 20, +11 to hit with spell attacks). It has 39 mana, a mana limit of 7, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will, 26th-level spellcaster): bone blade, death blade, grave rot, infestation, life siphon, reanimating word, scythe, toll the dead
1 mana: absorb spirit, blight, bone armor, consumptive field, crippling pain, dampen pain, dampen spell, detect death, detect disease, detect magic, enfeeble, false life, force shield, harm, inflict wounds, invisibility, life drain, life transference, mirror image, path to the grave, siphoning strike, teleport
2 mana: animate dead, antilife shell, clairvoyance, cloak of flies, cloudkill, control undead, death ward, defer death, detect thoughts, dispel magic, feign death, finger of death, gentle repose, giant crawling claw, horrid wilting, insect plague, mind control, power word pain, share pain, speak with dead, stasis, wall of bones
3 mana: antimagic sphere, contagion, death clutch, grasping hands, plane shift, symbol of death/pain
4 mana: animate flesh, clone
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Actions (2)
Legendary actions (3)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Disrupt Life (Costs 3 actions). Each non-undead creature within 4 meters of the lich must make a Difficulty 20 Fortitude saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Frightening Gaze (Costs 2 actions). The lich fixes its gaze on one creature it can see within 2 meters of it. The target must succeed on a Difficulty 18 Will saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
Paralyzing Touch (Costs 2 actions). The lich uses its Paralyzing Touch.
Lair actions
On initiative count 20 (losing initiative ties), the lich takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:
The lich rolls a d6 and regains that much mana. If it has full mana, nothing happens.
The lich targets one creature it can see within 5 meters of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a Difficulty 20 Fortitude saving throw. On a failure, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 10 meters of it. The target must succeed on a Difficulty 20 Fortitude saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Spells
5 minutes
As an action, a column of disembodied gnashing teeth springs forth as a blade in your free hand, screaming and chanting with vigor, and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.
The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blade crumbles to dust.
At higher levels
When you reach 9th level, you can make an attack with the blade as part of the same action to create it.
5 minutes
As an action, a black beam of necrotic energy forms as a blade in your free hand, and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.
The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blade dissipates.
At higher levels
When you reach 9th level, you can make an attack with the blade as part of the same action to create it.
As an action, you afflict temporary undeath upon a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 1d6 necrotic damage and can’t regain health until the end of its next turn. If the creature is undead, it also has disadvantage on attacks made against you until the end of your next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
As an action, you cause a cloud of mites, fleas, and other parasites to infest a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 1d6 poison damage, has disadvantage on the next attack it makes before the end of its next turn, and moves 1 meter in a random direction. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
As an action, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.
On a failure, it takes 1d6 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
You gain temporary health equal to half the amount of necrotic damage dealt.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
As an action, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of a Medium or Small creature you can see within 5 meters. Your spell imbues the target with a foul mimicry of life, temporarily raising it as an undead creature. A pile of bones becomes a skeleton and a corpse becomes a zombie. The creature stands and moves toward a creature you choose within 5 meters of it and attacks it once. Make a melee spell attack against the target.
On a hit, it takes 1d8 bludgeoning damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
After attacking, the creature falls to the ground, lifeless.
At higher levels
This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).
5 minutes
As an action, a spectral blade forms on the end of a quarterstaff you are holding and lasts for the duration. The weapon’s damage type changes to slashing and it becomes magical, if it isn’t already.
The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the scythe in your hand.
At higher levels
When you reach 9th level, you can make an attack with the blade as part of the same action to create it.
As an action, the sound of a dolorous bell fills the air around a creature that you can touch or see within 5 meters, calling it to its final resting place. The creature must make a Will saving throw.
On a failure, it takes 1d6 psychic damage and takes 1 extra damage if it is missing health.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 + 1 when you reach 9th level (2d6 + 2) and 17th level (3d6 + 3).
As a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 1d10 + your spellcasting ability temporary health.
Augment
You gain 1d10 additional temporary health for each additional mana expended.
As an action, you drain moisture and vitality from a creature or plant that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature is a construct or an undead, the spell has no effect on it.
On a failure, it takes 3d12 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
If you target a plant creature or a magical plant, the spell deals maximum damage to it.
If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it automatically fails the saving throw and withers and dies.
Augment
You can increase the damage by 3d12 for each additional mana expended.
3 hours/mana
As an action, you animate a pile of bones you can see within 10 meters to become a suit of armor around a willing creature that you can touch or see within 5 meters. The armor is molded for that specific creature and it is automatically proficient with it. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4).
As an action, consumptive energy ripples out from you. Each creature other than you in a sphere centered on you must make a Reflex saving throw. If the creature is a construct or an undead, the spell has no effect on it.
On a failure, it takes 2d8 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
You regain health equal to half the amount of necrotic damage dealt.
Augment
You can increase the damage by 1d8 for each additional mana expended.
You can expend 1 additional mana so the death field around you is continuous. The duration changes to 1 minute/mana, concentration and the death field remains around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.
concentration, 1 minute/mana
As an action, you inflict crippling agony upon up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can increase the slowed level by 1 for each additional mana expended.
As a reaction, which you use when you take damage, you can dampen the pain. Roll 2d6 + your spellcasting ability and reduce the damage by the result.
Augment
You can reduce the damage by an additional 3d6 for each additional mana expended.
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is damaged.
As a reaction, which you use when a creature that you can touch or see within 10 meters casts a spell, you can dampen the spell, making it easier to avoid or resist. The attack is made with disadvantage or each creature makes the first saving throw against the spell with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
Augment
Counterspell. You can expend 1 additional mana to attempt to interrupt the spell instead of dampen it. Make a skill check using your spellcasting skill. The Difficulty equals the creature’s spell Difficulty + the spell’s effective mana. If you have identified the spell being cast, you have advantage on this skill check.
On a success, the creature’s spell fails and has no effect.
On a failure, you dampen the spell as normal.
A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.
You gain a +1 bonus to your skill check for each additional mana expended.
(ritual); concentration, 5 minutes/mana
As an action, you can sense the presence and location of corpses and undead within 20 meters of you. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
(ritual); concentration, 5 minutes/mana
As an action, you can sense the presence and location of diseases and diseased creatures within 5 meters of you. You also identify the kind of disease in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
(ritual); concentration, 5 minutes/mana
As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.
The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.
concentration, 1 minute/mana
As an action, a black beam of enervating energy springs from your finger toward a creature within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 3d10 necrotic damage and deals only half damage with weapon attacks for the duration.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 4d10 for each additional mana expended.
1 hour/mana
As an action, you bolster yourself with a necromantic facsimile of life. You gain 2d6 + your spellcasting ability temporary health for the duration.
Augment
You gain 2d6 additional temporary health for each additional mana expended.
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take force damage, an invisible barrier of magical force appears around you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.
Additionally, you have resistance to force damage until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters is attacked. The attacked creature gains the benefits instead.
Harm
As two actions, you unleash a virulent disease on a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 3d10 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The damage can’t reduce the target’s health below 1. If the target fails the saving throw, its maximum health is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s maximum health to return to normal before that time passes.
Augment
You can increase the damage by 3d10 for each additional mana expended.
As an action, you lacerate a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it loses 4d6 health and is bleeding 3.
On a critical failure, it loses twice as much health and is bleeding 6.
On a success, it loses half as much health and is bleeding 1.
On a critical success, it loses no health.
Augment
You can increase the health lost by 4d6 and the bleeding level by 3 for each additional mana expended.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Augment
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.
As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.
On a failure, it takes 3d8 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
You regain health equal to half the amount of necrotic damage dealt.
Augment
You can increase the damage by 3d8 for each additional mana expended.
As an action, you sacrifice some of your health to mend another creature’s injuries. You take 5d4 + your spellcasting ability necrotic damage, which can’t be reduced in any way, and a creature that you can touch or see within 5 meters regains an amount of health equal to twice the necrotic damage you take.
Augment
You can increase the damage by 7d4 for each additional mana expended.
1 minute/mana
As an action, three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can dismiss the illusory duplicates on your turn (no action required).
Each time a creature targets you with an attack during the spell’s duration, roll 2d10 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 9 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll a 10 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s Defense equals 11 + half your Aptitude Bonus (min 1) + your Dexterity. If an attack hits a duplicate, the duplicate is destroyed.
A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Augment
Illusory Self. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less.
As an action, make a weapon attack.
On a hit, add 3d6 + your spellcasting ability necrotic damage to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 4d6 for each additional mana expended.
As an action, make a weapon attack.
On a hit, add 3d4 + your spellcasting ability necrotic damage to the attack’s damage roll.
On a critical hit, it takes twice as much damage
On a miss by 4 or less, add half as much damage.
You siphon the creature’s life force to heal your wounds as you regain health equal to half the amount of necrotic damage dealt.
Augment
You can increase the damage by 5d4 for each additional mana expended.
As an action, you teleport up to 20 meters to an unoccupied space that you can see.
You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.
If you teleport 5 meters or less, make a weapon attack.
On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can teleport an additional 100 meters for each additional mana expended.
You can increase the damage by 3d8 for each additional mana expended.
Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.
There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.
24 hours
As two actions, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of two Medium or Small creatures you can see within 10 meters. Your spell imbues the targets with a foul mimicry of life, raising them as undead creatures. Choose one or more of the following options:
Skeleton. A pile of bones can become a skeleton.
Zombie. A corpse can become a zombie. It gains +1 damage on its slam attack.
Gnoll Witherling. A corpse of a gnoll can become a gnoll witherling.
Ghoul. If you cast this spell at night, a corpse becomes a ghoul.
Ghast. If you cast this spell at night, you can only target one corpse which becomes a ghast.
The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice.
When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any creature you raised with this spell if the creature is within 50 meters meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control on the creature you have animated with this spell, rather than animating new ones.
Augment
You animate or reassert control over an additional skeleton or zombie for each additional mana expended. You animate or reassert control over one additional gnoll witherling, ghoul, or ghast for every two additional mana expended.
Minotaur Skeleton. You can expend 1 additional mana to animate or reassert control over a minotaur skeleton from a pile of bones of a minotaur or existing minotaur skeleton. You animate or reassert control over one additional minotaur skeleton for every two additional mana expended.
Ogre Zombie. You can expend 1 additional mana to animate or reassert control over an ogre zombie from a corpse of an ogre or existing ogre zombie. You animate or reassert control over one additional ogre zombie for every two additional mana expended.
Wight or Deathlock Wight. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a wight or deathlock wight from a corpse or existing wight or deathlock wight. You animate or reassert control over one additional wight or deathlock wight for every two additional mana expended.
Deathlock. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a deathlock from a corpse or existing deathlock. You animate or reassert control over one additional deathlock for every two additional mana expended.
Mummy. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a mummy from a corpse or existing mummy. You animate or reassert control over one additional wight for every two additional mana expended.
Flameskull. You can expend 2 additional mana to animate or reassert control over a flameskull from a humanoid skull or existing flameskull. You animate or reassert control over one additional flameskull for every two additional mana expended.
Bone Naga. You can expend 3 additional mana to animate or reassert control over a bone naga from a pile of bones of a naga or existing bone naga. You animate or reassert control over one additional bone naga for every two additional mana expended.
concentration, 1 hour/mana
As two actions, a shimmering barrier extends out from you in a sphere and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. Any creature within the barrier when you cast the spell is pushed outside the barrier.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature passes through the barrier, the spell ends.
Augment
You can expend 1 additional mana to cast the spell centered on a point within 20 meters.
M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana
As you spend 10 minutes to cast this spell, you can see and hear a location or a particular creature that is within 2 kilometers.
If you choose a location, it must be familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you do, the sensor appears at that location and doesn’t move.
If you choose a particular creature, it must make a Will saving throw, which is modified by how well you know the creature and the sort of physical connection you have to it. If a creature knows you’re casting this spell, it can willingly fail the saving throw if it wants to be observed.
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the creature) | +4 |
Firsthand (you have met the creature) | +0 |
Familiar (you know the creature well) | −4 |
Connection | Save Modifier |
---|---|
Likeness or picture |