The Usurer
CR 17 XP: 102,400Male human lich wizard 11/expert 5
NE Medium undead (augmented human)
Init +3; Senses darkvision 60 ft; Perception +23
Aura fear (60-ft. radius, DC 21)
AC 22, touch 13, flat-footed 19 (+3 Dex, +5 natural, +4 armor)
HP 138 (11d6+5d8+75)
Fort +9, Ref +7, Will +12
Defensive Abilities rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; Resist channel resistance +4,
Speed 30 ft.
Melee mwk cold iron smith’s hammer +13/+8 (1d10+6), touch +7 (1d8+8 plus paralyzing touch)
Ranged ranged touch +11
Special Attacks paralyzing touch (DC 21)
Spells Prepared (CL 11st)
6th-Quickened Invisibility
5th-Cloudkill (DC 19), Dominate Person (DC 19), Seeming (DC 19)
4th-Enervation (DC 19), Greater Invisibility, Lesser Globe of Invulnerability, Stoneskin
3rd-Explosive Runes (DC 18), Fly, Greater Magic Weapon, Haste, Vampiric Touch (melee touch +12)
2nd-Cats Grace, Hypnotic Pattern (DC 17), Acid Arrow, Stilled Magic Missile, Summon Swarm
1st-Identify (x2), Magic Missile (x2), Protection from Good, Shield
0th-Acid Splash, Dancing Lights, Detect Magic, Read Magic
Str 18, Dex 16, Con -, Int 20, Wis 12, Cha 16
Base Atk +8; CMB +12; CMD 25
Feats Combat Casting, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Exotic Weapon Proficiency (smith's hammer), Great Fortitude, Improved Counterspell, Quicken Spell, Scribe Scroll, Skill Focus (Craft [weapons]), Toughness
Skills Bluff +17, Craft (alchemy) +19, Craft (armor) +19, Craft (weapons) +19, Diplomacy +17, Intimidate +17, Knowledge (arcana, history, local) +19, Perception +23, Profession (blacksmith) +14, Sense Motive +23, Spellcraft +19, Stealth +19
Languages Abyssal, Common, Draconic, Ignan, Infernal, Undercommon
SQ arcane bond (ring of major spell storing)
Gear bracers of armor +4, masterwork cold iron smith’s hammer (as greatclub), crystal ball, ring of major spell storing (CL 11: teleport x2), spell component pouch, belt pouch with 11 pearls (100 gp each) 50 iron bits, spellbook
Treasure
Spellbook All arcane spells in Chapter 11 of the Pathfinder Roleplaying Game 0–4th level, prepared spells, plus: 5th–baleful polymorph, blight, break enchantment, dismissal, false vision, permanency, teleport; 6th–analyze dweomer, chain lightning, circle of death, disintegrate, greater dispel magic, legend lore
The Usurer keeps a great hoard of wealth hidden in a cavernous cyst in the ground 100 feet below his house. It is here that he stores the vast majority of the gold he uses in his exchanges. Total wealth in this cavern equals 100,000 gp in coins, gems and magic items. His phylactery is hidden among this hoard (DC 50 Perception to locate) and resembles a small sphere of iron bands (much like iron bands of binding). Unfortunately the cavern is completely sealed, requiring a well-aimed teleport to reach it, and it is airless, which poses no problem at all for the undead wizard.
Rayne D'Anzeray, Sedraxis Alchemist
CR 19 XP: 204,800Male human mage (necromancer) 18
N Medium undead (augmented human)
Init +3; Senses darkvison 60 ft.; Perception +20
AC 26, touch 13, flat-footed 23 (+8 armor, +5 natural, +3 Dex)
HP 189 (18d12+72)
Fort +15, Ref +20, Will +25
DR 15/ bludgeoning and magic, rejuvenation; Immune cold, electricity, undead traits; Resist channel resistance +4
Speed 30 ft.
Melee negative energy touch +15 (1d8 +11 plus paralysis)
Spell-Like Abilities (CL 18th) 10/day—grave touch life sight—30 ft. (18 rounds/day)
Str 11, Dex 16, Con 10, Int 24, Wis 16, Cha 15
Base Atk +9; CMB +9; CMD 22
Feats Combat Casting, Command Undead, Empower Spell, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Counterspell, Iron Will, Lightning Reflexes, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (conjuration, necromancy), Spell Penetration
Skills Appraise +28, Diplomacy +8, Fly +24, Knowledge (arcana, dungeoneering, history, planes, religion) +28, Linguistics +28, Perception +20, Sense Motive +20, Spellcraft +28, Stealth +8
Languages Abyssal, Draconic, Celestial, Common, Elven, Ignan, Infernal
SQ permanent arcane sight and tongues; Arcane School necromancy (opposition schools: evocation and enchantment) Arcane Bond wand (skull wand)
Gear skull wand of enervation (CL18, DC 23), arcane scroll (banishment, control undead, create greater undead (CL 18), ring of protection +5, ring of degeneration (see the chapter on new spells and magic), bracers of armor +8, black robes.
Fear Aura (Sp) Creatures of less than 5 HD in a 60-foot radius that look at Rayne must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a DC 21Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by his aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su) Any living creature Rayne hits with his touch attack must succeed on a DC 21 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC 21). The effect cannot be dispelled. Anyone paralyzed seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
The necromancer Rayne discovered Akruel’s tomb and unleashed the evil upon the world. Akruel granted the spellcaster greater power, and Rayne quickly transformed himself into a lich to better serve his new master. Rayne still looks very much alive due to his recent transformation and the embalming skills of Orcus’ priests. His true nature is difficult to detect (DC 30 Perception check). Rayne appears to be in his late 30s, and his youthful appearance belies the danger the seasoned wizard presents. Rayne’s favorite tactic is to drain opponents with his maximized empowered enervation spells, bestowing 6 negative levels with a successful ranged touch attack.
Besides the treasure on Morevna’s person, this chamber contains a bag of holding (type 2), a 1,000 gp star ruby, a 500 gp black pearl, a 500 gp deep-blue spinel, a 100 gp jet, a 50 gp smoky quartz, a 50 gp rock crystal, a 1,750 gp silk and velvet mantle, a 1,000 gp adamantite sacrificial dagger, a 1,000 gp jeweled dragon comb, a 500 gp golden chalice, a 350 gp tapestry of a valley kingdom, and 100 gp silk clothes
Morevna, Zombie Master
CR 16 XP: 76,800Femake human lich sorcerer 14
NE Medium undead (augmented humanoid)
Init +3; Senses darkvision 60 ft.; Perception +24
Aura fear (60-ft. radius, DC 18)
AC 22, touch 13, flat-footed 19 (+4 armor, +3 Dex, +5 natural)
HP 160 (14d6+111); rejuvenation
Fort +5, Ref +7, Will +11
Defensive Abilities Fort +9 against poison; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; Resist channel resistance +4, fire 10
Speed 30 ft.
Melee dagger of venom +7 (1d4 plus poison), touch +7 (1d8 plus paralyzing touch)
Ranged ray + 10 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks grave touch* (9/day), paralyzing touch (DC 18), power over undead* (9/day, DC 18)
Spells Prepared (CL 14th)
7th (4/day)-Power Word, Blind
6th (6/day)-Disintegrate (DC 22), Greater Dispel Magic, Planar Binding
5th (7/day)-Cone of Cold (DC 21), Dominate Person (DC 23), Magic Jar (DC 21), Teleport
4th (7/day)-Charm Monster (DC 22), Confusion (DC 20), Dimension Door, Ice Storm, Wall of Ice (DC 20)
3rd (8/day)-Dispel Magic, Fireball (DC 19), Lightning Bolt (DC 19), Suggestion (DC 21), Vampiric Touch
2nd (8/day)-Acid Arrow, Darkness, Glitterdust (DC 18), Hideous Laughter (DC 18), Mirror Image, Scorching Ray (DC 18)
1st (8/day)-Cause Fear (DC 18), Charm Person (DC 20), Magic Missile, Obscuring Mist, Protection from Good, Unseen Servant
0th-Acid Splash, Bleed (DC 18), Dancing Lights, Detect Magic, Mage Hand, Open/Close, Ray of Frost, Read Magic, Resistance
Bloodline: infernal
Str 10, Dex 16, Con -, Int 16, Wis 14, Cha 24
Base Atk +7; CMB +7; CMD 26
Feats Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness
Skills Craft (alchemy) +17, Intimidate +21, Knowledge (arcana) +17, Knowledge (planes) +17, Linguistics +17, Perception +24, Sense Motive +24, Spellcraft +17, Stealth +25
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Undercommon
Gear Dagger of venom, +4 bracers of armor, instant fortress, ancient jeweled crown (Morevna’s phylactery) worth 120,000 gp.
Environment any
Organization solitary
Treasure Besides the treasure on Morevna’s person, this chamber contains a bag of holding (type 2), a 1,000 gp star ruby, a 500 gp black pearl, a 500 gp deep-blue spinel, a 100 gp jet, a 50 gp smoky quartz, a 50 gp rock crystal, a 1,750 gp silk and velvet mantle, a 1,000 gp adamantite sacrificial dagger, a 1,000 gp jeweled dragon comb, a 500 gp golden chalice, a 350 gp tapestry of a valley kingdom, and 100 gp silk clothes
Once fine robes hang in tatters from this withered corpse's frame. A pale blue light shines from where its eyes should be.
Dralnu, Lich Lord
CR 19 XP: 204,800Male human lich wizard 15/archwizard 3
CE Medium undead (augmented human)
Init +3; Senses darkvision 60 ft.; Perception +25
Aura fear aura (DC 23)
AC 14, touch 9, flat-footed 14 (+5 natural, -1 Dex)
HP 137 (18d6+72)
Fort +10, Ref +5, Will +14
Defensive Abilities rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, undead traits; Resist channel resistance +4
Speed 30 ft.
Melee +2 longsword +11/+6 (1d8+3/19-20), slam +4 (1d8 plus paralysis) or slam +9 (1d8+1 plus paralysis); melee touch +9
Ranged ranged touch +7
Special Attacks paralyzing touch (DC 23
Spells Prepared (CL 18th)
9th-Time Stop, Wail of the Banshee (DC 26)
8th-Polar Ray, Summon Monster VIII, Telekinetic Sphere (DC 27)
7th-Forcecage (DC 26), Greater Teleport, Greater Teleport, Project Image (DC 24)
6th-Chain Lightning (DC 25), Globe of Invulnerability, Greater Dispel Magic, Mages Lucubration, True Seeing
5th-Cloudkill (DC 22), Interposing Hand, Magic Jar (DC 22), Transmute Rock to Mud, Wall of Force
4th-Acid Pit (DC 21), Black Tentacles, Greater False Life, Greater Invisibility, Stoneskin
3rd-Dispel Magic, Displacement, Fly, Slow (DC 20), Tongues, Vampiric Touch
2nd-Acid Arrow, Darkness, Mirror Image, Spectral Hand, Touch of Idiocy, Touch of Idiocy
1st-Break (DC 18), Grease, Mage Armor, Magic Missile, Protection from Good, Shield
0th-Acid Splash, Mage Hand, Mage Hand, Ray of Frost
Str 12, Dex 9, Con -, Int 25, Wis 17, Cha 18
Base Atk +8; CMB +9; CMD 18
Feats Combat Casting, Disruptive Spell, Empower Spell, Extend Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Initiative, Scribe Scroll, Skill Focus, Spell Focus (enchantment, evocation), Spell Penetration (Knowledge [arcana], Spellcraft)
Skills Appraise +20, Bluff +19, Craft (alchemy) +20, Diplomacy +14, Fly +10, Knowledge (arcana) +39, Knowledge (dungeoneering) +18, Knowledge (engineering) +15, Knowledge (history, nobility) +20, Knowledge (planes) +25, Knowledge (religion) +18, Linguistics +15, Perception +25, Sense Motive +23, Spellcraft +36, Stealth +14, Use Magic Device +26
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Languages Abyssal, Common, Dark Folk, Draconic, Dwarven, Elder Thing, Elven, Kuah-Lij, Mi-Go, Omargwaton, Tsathar, Yithian
SQ arcane bond (ring of protection +2), arcane servant, detect expertise, forgo materials, metamagic enhancement, spellcasting master, touch
Gear helm of teleportation (allows user to teleport without error 3/day anywhere inside the tomb complex only. It can transport itself and up to 50 lbs. of gear.), pearl of power (4th level)
Other Gear false Sword of Air, +2 longsword, bracers of armor +4, ring of protection +2
Treasure False Sword of Air (Minor Artifact)
Aura strong conjuration and evocation; CL 16th; Slot none; Weight 8 lbs.
While still a powerful weapon, the false sword pales in comparison to the true blade. The false sword is a +3 greatsword that may summon a djinn 1/day, cast fly on its wielder 3/day, cast gust of wind 3/day, and protects its wielder with a permanent feather fall effect.
DESTRUCTION
The False Sword of Air, while not as powerful as the true Sword, is still nigh indestructible. If the sword is weakened by the touch of an advanced celestial rust monster, it can then be sundered on the back of an elder earth elemental.
Fear Aura (Su) Creatures of less than 5 HD in a 60 foot radius that look at a lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by the same lich’s fear aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (with a DC equal to the lich’s save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Rejuvenation (Su) When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets or similar items.
Ozrius. Grudge Keeper
CR 19 XP: 204,800
Male human lich necromancer 18LE Medium undead (augmented human)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +38
Aura fear (60-ft. radius, DC 22)
AC 26, touch 16, flat-footed 25 (+5 armor, +4 deflection, +1 dodge, +5 natural, +1 Dex)
HP 170 (18d6+105); plus 15 false life
Fort +14, Ref +11, Will +18
Defensive Abilities mind blank, rejuvenation, spell turning; Will +26 vs. mind-affecting; DR 15/bludgeoning and magic; Immune cold, electricity, magic missile, undead traits; SR 18; Resist channel resistance +4,
Speed 30 ft.
Melee touch +10 (1d8+9 negative energy plus paralyzing touch) or mwk silver dagger +9/+4 (1d4–1/19–20); melee touch +8
Ranged ray spells +11, ranged touch +10
Special Attacks channel negative energy 13/day (DC 22), paralyzing touch (DC 22), power over undead
Spell-Like Abilities (CL 18th) 11/day—grave touch (melee touch +8, 9 rounds)
Spells Prepared (CL 18th)
9th-Energy Drain (DC 29), Prismatic Sphere, Wail of the Banshee (DC 29)
8th-Create Greater Undead, Horrid Wilting (x3, DC 28), Mind Blank
7th-Ethereal Jaunt, Finger of Death (DC 27), Quickened Fireball (DC 22), Spell Turning, Waves of Exhaustion
6th-—Chain Lightning (DC 25), Circle of Death (DC 26), Create Undead, Disintegrate (DC 24), Eyebite (DC 26), Maximized Vampiric Touch
5th-Cloudkill (DC 23), Quickened Magic Missile, Maximized Scorching Ray, Teleport, Wall of Force, Waves of Fatigue
4th-Animate Dead, Arcane Eye, Bestow Curse (x2, DC 24), Dimension Door, Fire Shield, Maximized Ray of Enfeeblement
3rd-Blink, Dispel Magic (x2), Fireball (x2, DC 22), Fly, Vampiric Touch
2nd-Blindness/Deafness (DC 22), Darkness, False Life, Glitterdust (DC 20), Resist Energy, Scorching Ray, See Invisibility
1st-Cause Fear (DC 21), Expeditious Retreat, Feather Fall, Grease, Magic Missile (x2), Obscuring Mist
0th-Bleed (DC 20), Detect Magic, Mage Hand, Read Magic (Opposition Schools enchantment, illusion)
Str 8, Dex 12, Con -, Int 26, Wis 16, Cha 18
Base Atk +9; CMB +8; CMD 24
Feats Alertness, Combat Casting, Command Undead, Extra Channel, Forge Ring, Greater Spell Focus (Necromancy), Improved Channel, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Evocaition, Necromancy), Toughness, Weapon Focus (Ray)
Skills Fly +22, Heal +20, Intimidate +23, Knowledge (arcana, planes, religion) +29, Knowledge (history, local) +21, Perception +38, Sense Motive +38, Spellcraft +29, Stealth +30, Use Magic Device +22
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Auran, Common, Draconic, Goblin, High Boros, Ignan, Infernal, Undercommon
SQ arcane bond (rod), life sight (30 feet, 18 rounds/day)
Gear rod of absorption (7 absorbed, 22 remaining), arcane scroll (CL 18: iron body, spell turning, wall of force), wand of inflict moderate wounds (20 charges), wand of alarm (20 charges)
Other Gear masterwork silver dagger, black robe of the archmagi, brooch of shielding (85 hp), dusty rose prism ioun stone, headband of mental prowess (Intelligence, Charisma) +6, ring of protection +4
Mímir, Demilich
CR 16 XP: 76,800Unique advanced demi-lich 0
LN Small undead
Init +5; Senses darkvision 60 ft., true seeing; Perception +28
AC 34, touch 23, flat-footed 33 (+1 Dex, +1 dodge, +11 natural, +5 profane, +1 size, +5 deflection)
HP 166 (14d8+103)
Fort +17, Ref +13, Will +23
Defensive Abilities rejuvenation, Wotan’s grace; DR 20/-; Immune acid, cold, electricity, magic, polymorph, undead traits; Resist channel resistance +5; Weaknesses torpor, vorpal susceptibility
Speed fly 30 ft. (perfect)
Space 5 ft., Reach 5 ft.
Special Attacks trap the soul
Spell-Like Abilities (CL 14th) At will—blink, greater bestow curse (as bestow curse, but –12 to one ability score, –6 to two ability scores, –8 penalty on attack rolls, saves, and checks, or 25% to act normally, DC 23), wail of the banshee (20-ft.-radius spread centered on Mímir, DC 26)
Str 18, Dex 12, Con -, Int 24, Wis 24, Cha 24
Base Atk +10; CMB +18; CMD 39
Feats Ability Focus (devour soul), Alertness, Defensive Combat Training, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility
Skills Diplomacy +21, Fly +11, Knowledge (arcana) +36, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (religion) +24, Linguistics +21, Perception +28, Sense Motive +28, Spellcraft +30, Stealth +22
Racial Modifiers +6 Knowledge (arcana), +6 Spellcraft
Languages Abyssal, Aklo, Andøvan, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Nørsk, Nûklander, Old Uln, Orc, Runic, Seagestrelander, Undercommon
SQ rejuvenation
Environment any
Organization solitary
Treasure double
Devour Soul (Su) As a standard action with a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. If the target succeeds at a DC 24 Fortitude save, it gains two permanent negative levels. If it fails, its soul is immediately drawn into one of the gems in the demilich's skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature's soul remains trapped in the gemstone, it cannot be restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. The save DC is Charisma-based, and includes a +2 bonus for the Ability Focus feat.
Greater Bestow Curse (Sp) This spell-like ability functions like bestow curse, but can have one of the following effects: -12 to one ability score; -6 to two ability scores; -8 penalty on attack rolls, saves, and checks; or a 25% chance to act normally. This ability is treated as a 6th-level spell.
Immunity to Magic (Su) Mímir is immune to any spell or spelllike ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw. A power word kill spell cast by an ethereal caster deals 50 points of damage to Mímir if he fails a Fortitude save (DC 19 + caster’s relevant ability score modifier). Note: power word kill does not normally allow a save. A chaos hammer spell affects Mímir normally. A dispel law spell deals 2d6 points of damage, with no saving throw.
Rejuvenation (Su) Unless dragon bile is poured over the destroyed remains of Mímir, the creature reforms in 1d10 days with a successful level check (1d20 + 14) against DC 16.
Telekinetic Storm (Su) As a special use of its telekinesis spell-like ability, a demilich can churn up its treasure, dust, bones, and other loose debris in the area into a whirling storm about its skull. The storm obscures vision as a fog cloud within a 20-foot spread centered on the demilich's skull. Creatures within the storm take 12d6 points of bludgeoning damage per round on the demilich's turn (Reflex DC 20 half). The demilich can maintain the storm indefinitely by concentrating.
Torpor (Ex) A demilich takes no actions against intruders unless its remains or treasure are disturbed.
Wotan’s Grace (Su) Mímir adds his Charisma modifier as a bonus on its saving throws and as a divine bonus to his Armor Class.
Vorpal Susceptibility (Ex) Vorpal weapons, no matter their enhancement bonus, ignore Mímir’s DR but do only half damage to him (Mímir cannot be beheaded).
Trap the Soul (Su) Mímir can trap the souls of up to eight living creatures per day. To use this power, he selects any target it can see within 300 feet. The target is allowed a DC 24 Fortitude saving throw. If the target makes its saving throw, it gains three negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of Mímir’s teeth, which glows for 1 round following the capture. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, Mímir slowly devours the soul over 24 hours and absorbs its accumulated knowledge — at the end of that time the soul is completely absorbed, and the victim is forever gone. If Mímir is overcome before the soul is eaten, pulling the tooth releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude save and is effective against the level loss on a successful save. The save DC is Charisma-based.
Glittering jewels encrust this leering skull as it floats up into the air on a swirling vortex of dust and shimmering magic.
Ankoz, Apprentice Necromancer
CR 13 XP: 25,600
Male human lich wizard 12CE Medium undead (augmented human)
Init +3; Senses darkvision 60 ft.; Perception +21
Aura fear aura (DC 19)
AC 24, touch 16, flat-footed 21 (+3 armor, +3 deflection, +5 natural, +3 Dex)
HP 92 (12d6+48)
Fort +7, Ref +7, Will +12
Defensive Abilities rejuvenation; Will +16 vs. channeled energy; DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, undead traits; Resist channel resistance +4
Speed 30 ft.
Melee melee touch +6 (1d8+6)
Special Attacks metamagic mastery (3/day), paralyzing touch 1d8+6 (DC 19), hand of the apprentice 8/day (ranged touch +11)
Spells Prepared (CL 12nd)
6th-Acid Fog, Contingency
5th-Cone of Cold (DC 20), Teleport, Transmute Mud to Rock (DC 20), Wall of Stone (DC 21)
4th-Bestow Curse (DC 19), Dimensional Anchor, Fear (DC 19), Lesser Globe of Invulnerability
3rd-Blink, Fireball (DC 18), Haste, Hold Person (DC 18), Invisibility Sphere
2nd-Blindness/Deafness (DC 17), Invisibility (x2), Minor Image (DC 17), Web (DC 18)
1st-Burning Hands (DC 16), Chill Touch (DC 16), Feather Fall (DC 16), Magic Missile, Obscuring Mist, Summon Monster I
0th-Daze (DC 15), Detect Magic, Flare (DC 15), Ray of Frost
Str 10, Dex 16, Con -, Int 21, Wis 19, Cha 16
Base Atk +6; CMB +6; CMD 22
Feats Craft Magic Arms and Armor, Craft Staff, Enlarge Spell, Forge Ring, Heighten Spell, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Spell Penetration
Skills Craft (alchemy) +20, Craft (woodworking) +20, Fly +12, Intimidate +18, Knowledge (arcana, religion) +20, Perception +21, Sense Motive +21, Spellcraft +20, Stealth +20
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic, Elven, Goblin, Undercommon
SQ arcane bond (object [ring of protection +3] [1/day])
Gear staff of fire (30 charges); Other Gear bracers of armor +3, ring of protection +3
Eshtartha, Eternal of Harsh Truths
CR 14 XP: 38,400
Female human lich cleric of Set 13LE Medium undead (augmented human)
Init +2; Senses darkvision 60 ft.; Perception +17
Aura evil, fear aura (DC 18)
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 101 (13d8+39)
Fort +10, Ref +6, Will +13
Defensive Abilities rejuvenation, remote viewing; Will +17 vs. channeled energy; DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, undead traits; Resist channel resistance +4
Speed 30 ft.
Melee touch +11 (1d8+6 plus paralysis; DC 18)
Special Attacks channel energy 7/day (7d6, DC 18), lore keeper, paralyzing touch, scythe of evil, touch of evil
Spell-Like Abilities (CL 13th; melee touch +11) At will—lore keeper 13 rounds/day—remote viewing 8/day—touch of evil
Spells Prepared (CL 13rd)
7th-Destruction (DC 22), Legend Lore (D)
6th-Blade Barrier (x2), Create Undead (D)
5th-Flame Strike (x2), Greater Command (DC 20), Summon Monster V, True Seeing (D)
4th-Death Ward, Dimensional Anchor, Divine Power, Greater Magic Weapon, Restoration, Unholy Blight (DC 19; D)
3rd-Bestow Curse (DC 18), Contagion (DC 18), Magic Circle Against Good (D), Magic Vestment, Summon Monster III (x2)
2nd-Align Weapon (D), Darkness, Desecrate, Enthrall (DC 17), Hold Person (DC 17), Resist Energy
1st-Bane (DC 16), Cause Fear (DC 16), Command (DC 16), Detect Good, Doom (DC 16), Endure Elements, Protection from Good (D)
0th-Detect Magic, Guidance, Resistance, Virtue (D Domain spells)
Domain: Evil, Knowledge
Str 14, Dex 14, Con -, Int 12, Wis 20, Cha 14
Base Atk +9; CMB +11; CMD 23
Feats Combat Casting, Command Undead, Craft Wondrous Item, Extra Channel, Heighten Spell, Improved Critical (heavy mace), Maximize Spell, Power Attack
Skills Diplomacy +13, Intimidate +3, Knowledge (arcana) +12, Knowledge (history, religion) +13, Perception +17, Sense Motive +13, Spellcraft +13, Stealth +10
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Infernal
Athransma, Archlich
CR 21 XP: 409,600
Human lich wizard 20CE Medium undead (augmented human)
Init +1; Senses darkvision 60 ft.; Perception +34
Aura fear (60-ft. radius, DC 18)
AC 25, touch 14, flat-footed 24 (+6 armor, +3 deflection, +1 Dex, +5 natural)
HP 150 (20d6+80)
Fort +13, Ref +12, Will +20
Defensive Abilities rejuvenation; Will +24 vs. channeled energy; DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, undead traits; Resist channel resistance +4, fire 10
Speed 30 ft.
Melee staff of power +12/+7 (1d6+2), or touch +10 (1d8+10; melee touch +10
Ranged mwk light crossbow +12/+7 (1d8/19-20); ranged touch +11
Space 5 ft., Reach 5 ft.
Special Attacks metamagic mastery (7/day), paralyzing touch, hand of the apprentice 9/day (ranged touch +16)
Spells Prepared (CL 20th)
9th-Imprisonment (DC 25), Power Word Kill (x2), Wail of the Banshee (DC 25)
8th-Horrid Wilting (DC 24), Incendiary Cloud (DC 24), Power Word Stun, Trap the Soul (DC 24)
7th-Finger of Death (DC 23), Forcecage (DC 23), Greater Teleport, Spell Turning
6th-Antimagic Field, Chain Lightning (x2), Circle of Death (DC 22), Mass Suggestion (DC 22)
5th-Cone of Cold (x2), Dominate Person (x2), Wall of Stone (DC 21)
4th-Beast Shape II, Enervation (x2), Fire Shield, Ice Storm
3rd-Blink, Fly, Hold Person (DC 19), Lightning Bolt (DC 19), Magic Circle Against Good
2nd-Blindness/Deafness (x2), Darkness, Resist Energy, Web (x2)
1st-Burning Hands (x2), Magic Missile (x2), Ray of Enfeeblement (DC 17), Shocking Grasp
0th-Dancing Lights, Daze (DC 16), Flare (DC 16), Resistance
Str 11, Dex 12, Con -, Int 23, Wis 16, Cha 14
Base Atk +10; CMB +10; CMD 30
Feats Brew Potion, Combat Casting, Craft Rod, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Leadership, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery (finger of death, greater dispel magic, incendiary cloud, lightning bolt, magic missile, power word kill), Still Spell, Toughness
Skills Craft (alchemy) +29, Fly +24, Intimidate +25, Knowledge (arcana) +29, Perception +34, Profession (herbalist) +26, Sense Motive +34, Spellcraft +29, Stealth +32
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Undercommon
SQ arcane bond (object [staff of power] [1/day])
Gear rod of absorption (50 spell levels), scroll of planar binding, shapechange, maze, 2 scrolls of teleport, staff of power, wand of fireball (22 charges)
Other Gear staff of power (32 charges), masterwork light crossbow, 20 masterwork crossbow bolts, bracers of armor +6, cloak of resistance +3, ring of minor fire resistance, ring of protection +3, belt pouch, 3 black pearls (500 gp ea.), 400 gp
Environment any
Organization solitary
Treasure
Spellbook:
0—all;
1st—burning hands, cause fear, chill touch, comprehend languages, feather fall, mage armor, magic missile, ray of enfeeblement, shocking grasp, true strike;
2nd—arcane lock, blindness/deafness, darkness, knock, resist energy, web;
3rd—blink, fly, haste, hold person, lightning bolt, magic circle against good;
4th—beast shape II, dimension door, elemental body I, enervation, fire shield, ice storm;
5th—cloudkill, cone of cold, dominate person, dream, wall of stone;
6th—antimagic field, chain lightning, circle of death, greater dispel magic, mass suggestion;
7th—control undead, finger of death, forcecage, greater teleport, power word blind, spell turning;
8th—horrid wilting, incendiary cloud, power word stun, symbol of death, trap the soul;
9th—imprisonment, meteor swarm, power word kill, wail of the banshee
Once fine robes hang in tatters from this withered corpse's frame. A pale blue light shines from where its eyes should be.
Few creatures are more feared than the lich. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead.
Zinlun, Thassilonian Demilich
Human awakened demilich transmuter 18
NE Tiny undead (augmented humanoid, human)
Init +12; Senses darkvision 60 ft., true seeing; Perception +38
AC 40, touch 36, flat-footed 32 (+8 Dex, +1 dodge, +4 natural, +5 profane, +2 size, +10 deflection)
HP 296 (18d6+231)
Fort +26, Ref +26, Will +30
Defensive Abilities rejuvenation, unholy grace; DR 20/-; Immune acid, cold, electricity, magic, polymorph, undead traits; Resist channel resistance +5; Weaknesses torpor, vorpal susceptibility
Speed fly 30 ft. (perfect)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks devour soul (DC 29)
Spell-Like Abilities (CL 20th; concentration +30) Constant—true seeing At will—greater bestow curse (DC 26), telekinesis (DC 25), wail of the banshee (20-ft.-radius spread centered on the demilich; DC 29) Arcane School Spell-Like Abilities (CL 18th; concentration +28) 13/day—telekinetic fist (1d4+9 bludgeoning)
Spells Prepared (CL 18th)
9th-Mages Disjunction (DC 29), Time Stop (x2), Wail of the Banshee (x2, DC 29)
8th-—Quickened Still Fireball (x4, DC 23), Still Reverse Gravity (x2)
7th-Still Disintegrate (x2, DC 26), Resonating Word (x3, DC 27), Teleport Object (DC 27)
6th-Xstill Baleful Polymorph (x2, DC 25), Quickened Still Magic Missile (x4), Still Telekinesis (x2, DC 25)
5th-Still Calcific Touch (x2, DC 24), Contact Other Plane, Still Enervation (x4), Still Mass Reduce Person (DC 24)
4th-Still Dispel Magic (x2), Extended Still False Life, Still Fireball (x2, DC 23), Still Slow (x2, DC 23), Still Vampiric Touch
3rd-Still Eagles Splendor (x2), Still Glitterdust (x4, DC 22), Still Twisted Space (x2, DC 22)
2nd-Still Magic Missile (x7), Still Reduce Person (x2, DC 21)
1st-Flare Burst (x3, DC 21), Heightened Awareness, Still Mage Hand (x2), True Strike (x3)
0th-Flare (DC 20; Prohibited Schools enchantment, illusion)
Str 6, Dex 26, Con -, Int 31, Wis 29, Cha 30
Base Atk +9; CMB +10; CMD 43
Feats Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wondrous Item, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning Reflexes, Mobility, Quicken Spell, Scribe Scroll, Still Spell, Toughness
Skills Bluff +28, Fly +33, Knowledge (arcana) +31, Knowledge (engineering) +31, Knowledge (local) +31, Knowledge (planes) +31, Perception +38, Sense Motive +38, Spellcraft +31, Stealth +37, Use Magic Device +28
Languages Abyssal, Aklo, Azlanti, Draconic, Giant, Infernal, Shoanti, Thassilonian, Varisian
SQ arcane bond (emerald wedge ioun stone), enhanced ability scores, physical enhancement (+4 Dex)
Gear emerald wedge ioun stone, spellbooks
Environment any
Organization solitary
Treasure EMERALD WEDGE IOUN STONE PRICE 32,000 GP
SLOT none CL 12th WEIGHT — AURA strong transmutation
An emerald wedge ioun stone is a bit larger than most ioun stones. This ioun stone grants a +2 enhancement bonus to Charisma, Intelligence, and Wisdom; it grants ranks in Use Magic Device as a side effect of its Intelligence bonus. Zinlun’s emerald wedge ioun stone is wedged in a crack in his skull, and he can use this magic item as his arcane bond. For all other creatures, it functions as a normal ioun stone that floats in the air about the user’s head.
CONSTRUCTION REQUIREMENTS COST 16,000 GP Craft Wondrous Item, creator must be 12th level.
Devour Soul (Su) As a standard action with a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. If the target succeeds at a DC 24 Fortitude save, it gains two permanent negative levels. If it fails, its soul is immediately drawn into one of the gems in the demilich's skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature's soul remains trapped in the gemstone, it cannot be restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. The save DC is Charisma-based, and includes a +2 bonus for the Ability Focus feat.
Greater Bestow Curse (Sp) This spell-like ability functions like bestow curse, but can have one of the following effects: -12 to one ability score; -6 to two ability scores; -8 penalty on attack rolls, saves, and checks; or a 25% chance to act normally. This ability is treated as a 6th-level spell.
Immunity to Magic (Su) A demilich is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells function differently against the creature, as noted below. • A dispel evil spell deals 2d6 points of damage, with no saving throw. • Holy smite affects a demilich normally. • A power word kill spoken by an ethereal caster deals 50 points of damage to the demilich if it fails a Fortitude save (with a DC determined as though the spell allowed a saving throw). • A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw.
Rejuvenation (Su) A destroyed demilich reforms in 2d6 days. To permanently destroy a demilich, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, holy word or dispel evil must be cast. If the caster succeeds at a caster level check with a DC equal to 10 + the demilich's Hit Dice, the demilich is permanently destroyed.
Telekinetic Storm (Su) As a special use of its telekinesis spell-like ability, a demilich can churn up its treasure, dust, bones, and other loose debris in the area into a whirling storm about its skull. The storm obscures vision as a fog cloud within a 20-foot spread centered on the demilich's skull. Creatures within the storm take 12d6 points of bludgeoning damage per round on the demilich's turn (Reflex DC 20 half). The demilich can maintain the storm indefinitely by concentrating.
Torpor (Ex) A demilich takes no actions against intruders unless its remains or treasure are disturbed.
Unholy Grace (Su) A demilich gains a bonus on saves and a profane bonus to AC equal to its Charisma modifier.
Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore a demilich's damage reduction.
Enhanced Ability Scores (Ex) Zinlun was old when he became a lich, and he retains the benefits of that age to his Intelligence, Wisdom, and Charisma scores. In addition, he has used wish spells to gain a +5 inherent bonus to all three of these ability scores and to Dexterity.
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