|
Diminutive Undead |
Hit Dice:
|
21d12 (130 hp) |
Initiative:
|
+7 (+3 Dex, +4 Improved Initiative) |
Speed:
|
Fly 180 ft. (perfect) |
AC:
|
51 (+4 size, +3 Dex, +5 natural armor, +8 bracers of armor, +2 ring of protection, +21 insight) |
Base Attack/Grapple:
|
+10/-2 |
Attack:
|
Touch +35 (10d6+20 plus paralyzing touch) melee |
Full Attack:
|
Touch +35 (10d6+20 plus paralyzing touch) melee |
Space/Reach:
|
1 ft./0 ft. |
Special Attacks:
|
Trap the soul, fear aura, paralyzing touch, 21st-level wizard spellcaster, Perfect Automatic Still Spell, spell-like abilities |
Special Qualities:
|
Magic immunity, phylactery transference, turn resistance +20, DR 15/Epic and bludgeoning, undead traits, acid resistance 20, fire resistance 20, sonic resistance 20, immune to cold, electricity, polymorph, and mind-affecting attacks. |
Saves:
|
Fort +10, Ref +12, Will +17 |
Abilities:
|
Str 10, Dex 16 (with gloves), Con -, Int 39 (with headband), Wis 24, Cha 20 |
Skills:
|
Concentration +25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, the planes) +34, Knowledge (history) +26, Listen +27, Move Silently +23, Search +34, Sense Motive +27, Spellcraft +36, Spot +27 |
Feats:
|
Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness |
Epic Feats:
|
Automatic Quicken Spell, Blinding Speed, Improved Spell Capacity (10th), Tenacious Magic (any) |
Climate/Terrain:
|
Any |
Organization:
|
Solitary |
Challenge Rating:
|
29 |
Treasure:
|
Standard |
Alignment:
|
Neutral evil |
Advancement:
|
By character class |
Demiliches speak the languages they knew as liches and as living creatures.
Trap the Soul (Su): A demilich can
trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fortitude
saving throw (DC 36). If the target makes its
saving throw, it gains four 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 the gems incorporated into the demilich's form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either
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
saving throw and
is effective against the
level loss on a successful
save. The DC is Charisma-based
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will
save (DC 19) or be affected as though by
fear as cast by a 21st-level caster. The DC is Charisma-based.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude
save (DC 36) or be permanently paralyzed.
Remove paralysis or any
spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful
Spot check (DC 20) or
Heal check (DC 15) reveals that the victim is still alive.
Spells: The demilich can cast any
spells it could cast as a lich. This sample demilich was a 21st-level
wizard (
spells per day: 4/12/8/7/7/7/7/6/6/6/3). The last three spell slots are 10th-level slots and available for 0-9th level metamagic
spells.
Perfect Automatic Still Spell (Ex): A demilich can cast all the
spells it knows without gestures.
Spell-Like Abilities: At will-
alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to
heal itself ),
summon monster I-IX, telekinesis, weird; 2/day-
greater planar ally. Demiliches use these
abilities as casters of a level equal to their spellcaster level, but the
save DCs are all 36. The DC is Charisma-based.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A
shatter spell affects a demilich as if it were a crystalline creature, but deals half the
damage normally indicated. A
dispel evil spell deals 3d6 points of
damage (Fort
save for half
damage).
Holy smite spells affect demiliches normally.
Phylactery Transference (Su): Headbands, belts,
rings, cloaks, and other wearable items kept in close association with the demilich's phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. The sample demilich "wears"
bracers of armor +8, headband of intellect +6, pink Ioun stone, ring of wizardry I,
ring of protection +2, and
gloves of Dexterity +2.
Undead Traits: Immune to
poison,
sleep, paralysis, stunning,
disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude
save unless it also works on objects. Not subject to critical hits, subdual
damage,
ability damage,
ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive dam-
age, but destroyed at 0
hit points or less.
Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity,
polymorph, and mind-affecting attacks.
"Demilich" is a tem-plate that can be added to any lich. It uses all the lich's statistics and
special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see
Creating Soul Gems, below.
Size: Medium-size and Large liches become Diminutive demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches.
Speed: Replace with
fly 180 ft. (perfect) or the lich's supernatural (not natural)
fly speed, whichever is better.
AC: The demilich retains the lich's +5 natural
armor bonus and gains an insight bonus equal to
AC equal to its
Hit Dice, as well as a probable size adjustment to
AC.
Attack: The demilich gains an insight bonus equal to its
Hit Dice as a bonus on its touch attacks.
Damage: The demilich gains an enhanced touch
attack over that of its previous lich form (it now uses its entire flying skull to make the touch
attack), including
paralyzing touch. The demilich's touch
attack uses negative energy to deal 10d6+20 points of
damage to living creatures (no
saving throw). Liches with other natural attacks lose them.
Special Attacks: The demilich retains all the lich's
special attacks and also gains those described below.
Trap the Soul (Su):
A demilich can
trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort
saving throw (DC 10 + demilich's HD + demilich's Cha modifier). If the target makes its
saving throw, it gains four 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 the gems incorporated into the demilich's form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either
resurrection,
true resurrection, clone, or
miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either
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
saving throw and
is effective against the
level loss on a successful
save.
Fear Aura (Su):
Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will
save (DC 14 + demilich's Cha modifier) or be affected as though by
fear as cast by a 21st-level caster.
Paralyzing Touch (Su):
Any living creature a demilich touches must succeed at a Fortitude
save (DC 10 + demilich's HD + demilich's Cha modifier) or be permanently paralyzed.
Remove paralysis or any
spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful
Spot check (DC 20) or
Heal check (DC 15) reveals that the victim is still alive.
Spells: The demilich can cast any
spells it could cast as a lich.
Spell-Like Abilities: At will-
alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to
heal itself ),
summon monster I-IX, telekinesis, and
weird; 2/day-
greater planar ally. Demiliches use these
abilities as casters of a level equal to their spellcaster level, but the
save DCs are equal to 10 + the demilich's HD + the demilich's Charisma modifier.
Special Qualities: The demilich retains all the lich's
special qualities and also has those described below.
Magic Immunity (Ex):
Demiliches are immune to all magical and supernatural effects, except as follows. A
shatter spell affects a demilich as if it were a crystalline creature, but deals half the
damage normally indicated. A
dispel evil spell deals 3d6 points of
damage (Fort
save for half
damage).
Holy smite spells affect demiliches normally.
Phylactery Transference (Su):
Headbands, belts,
rings, cloaks, and other wearable items kept in close association with the demilich's phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.
Undead Traits:
Immune to
poison,
sleep, paralysis, stunning,
disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude
save unless it also works on objects. Not subject to critical hits, subdual
damage,
ability damage,
ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive
damage, but destroyed at 0
hit points or less.
Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Immunities (Ex):
Demiliches are immune to cold, electricity,
polymorph, and mind-affecting attacks.
Damage Reduction (Su):
A demilich loses any previous
damage reduction and instead has
damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal
weapons, no matter their enhancement bonus, ignore this
damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Abilities: A demilich gains +10 to Intelligence, Wisdom, and Charisma.
Skills: Demiliches receive a +20 racial bonus on
Hide,
Listen,
Move Silently,
Search,
Sense Motive, and
Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).
Climate/Terrain: Same as the lich.
Organization: Solitary or consistory (1 demilich and 3-6 liches).
Challenge Rating: Same as the lich + 6.
Treasure: Same as the lich.
Advancement: By character class.
The process of becoming a demilich can be undertaken only by a lich acting of its own free will. The demilich retains all class
abilities it had as a lich.
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich's phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating
ability,
trap the soul (see above). Each demilich must make its own soul gems, which requires the
Craft Wondrous Item feat. The lich must be a
sorcerer,
wizard, or
cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a
caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.