Liches, villains, and the campaign's antagonists
A campaign's antagonist is its spine. Generic "evil overlord" generators give you a name and stop; each generator here returns the motive, the means, the current active scheme, and the catch — the internal contradiction or vulnerability the heroes might exploit.
What you'll find
/lich-name-generator — one of D&D's most interesting undead: archmage-turned-undead with a phylactery, original mortal scholar identity preserved across centuries, daily routine frozen at the moment of the lichdom-transition. Ten lich types including classical archlich, Vecna-style god-aspirant, demilich, lich-king, necromancer-school archlich, reluctant / accidental lich (the nun who misread the manuscript), cult-leader heresy-lich, and forgotten / sealed lich.
/villain-name-generator — ten villain archetypes from Moriarty-tradition Mastermind to Sauron-tradition Tyrant to Snape-tradition Anti-Villain. Each result includes motive (what the villain wants and why), means (how they pursue it), current scheme (the active plot the heroes will collide with), and the catch (the internal contradiction or vulnerability).
How to use a lich or villain
For a long campaign, the lich or villain's current scheme is a season-long arc spine. The phylactery is the campaign's principal MacGuffin; the villain's catch is what makes them defeatable.
For high-level D&D play (Tier 3-4, characters levels 11-20), the lich is a classic campaign-arc antagonist (Vecna, Acererak). For lower-tier play, the villain's archetype scales — a Mastermind can be a tier-1 small-time fixer or a tier-4 cabal head.