Lich

Description:

The Lich’s Phylactery

Every lich has a phylactery that stores its life force. Creation of this phylactery is a prerequisite for becoming a lich. A phylactery is extraordinarily expensive in terms of gp cost, XP cost, and time to create. Do not count a phylactery as part of an NPC lich’s
treasure—possession of the phylactery is considered as part of the lich’s normal Challenge Rating (though a PC lich, if you allow such, must pay for its phylactery as normal).
A lich can construct only a single phylactery. A lich whose phylactery is destroyed suffers no harm, but cannot construct a new one. If a lich without a phylactery is slain, the lich is forever destroyed. A phylactery in an antimagic field cannot recreate a destroyed lich, though the lich returns to life 1d10 days after the phylactery is removed from the area.
The phylactery of a lich usually takes the form of a sealed metal box containing strips of parchment bearing magical phrases. The phylactery can exist in other forms as well, though it must either contain or bear an arcane inscription. Regardless of the phylactery’s form, its game statistics remain the same:

PHYLACTERY
Tiny, wonderous item

HP 40
As a magic item, it receives saving throws against magical effects that can affect objects.
Its saving throw bonuses are equal to 2 + 1/2 the creator’s caster level at the time of creation (or, if the phylactery is held or worn, equal to the wearing creature’s save bonuses, if higher).

Liches rarely carry their phylacteries with them, since this would result in the easy discovery of the item by would-be slayers. Most liches keep their phylacteries well-hidden (either somewhere in their lair or in some other distant location, possibly even on another plane). Most liches also disguise their phylacteries with obscure object, nondetection, Nystul’s magic aura, sequester, or similar effects to prevent easy location by enemies. Some employ guardians as well, preferring guardians that can keep a secret (such as golems) or those willing to work without asking too many questions. Under no circumstances does a lich
tell the guardian the true nature of what it guards!
An identify or analyze dweomer spell, or a DC 25 Knowledge (arcana) check, can identify an item as a phylactery, though illusions or other trickery can potentially prevent such identifi
cation. A phylactery cannot be part of another magic item, nor may additional magical properties be built into it.

10 Sample Phylacteries

1. A hollow silver sphere hanging from a silver chain and containing strips of inscribed parchment
2. A gold ring bearing arcane inscriptions on the inside of the band
3. A hollow gold sphere containing strips of inscribed parchment, set atop a darkwood staff
4. An ivory box bearing arcane sigils across all six sides
5. A sealed clay jar containing strips of inscribed parchment
6. A crystal cube with magical phrases carved on all six sides
7. A hollow platinum circlet containing tiny strips of inscribed parchment rolled tightly inside
8. A gold-plated skull with magical phrases engraved upon the teeth
9. An iron flask containing strips of inscribed parchment
10. A flawless diamond bearing tiny magical inscriptions, set into a golden crown

SAMPLE LICHES

Each description includes roleplaying tips and information on the lich’s phylactery.
All liches share the following special abilities:

Fear Aura: Liches are shrouded in a dreadful aura of death and evil. Creatures of fewer than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected
as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected by that same lich’s aura for 24 hours; Will save DC given by creature.

Paralyzing Touch: 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 (see the bestow curse spell description, page
203 of the Player’s Handbook). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive; Fortitude save DC listed by creature.

Immunities: Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting spells and abilities.

LICHES

Dallia Thistledown, Concealed Evil
Female halfling lich bard (LV 12; CR 14) Small undead (augmented humanoid)
HD: 12d12
HP: 78
Init: +3
Speed: 20 ft.
AC: 19

STR: 10 (0) DEX: 16 (3) CON: - INT: 15 (3) WIS: 10 (0) CHA: 20 (+5)

Skills: Deception +5, Intimidate +7, Perception +13, Stealth +20, Perform (sing) +20, Search +10, Sense Motive +8
Senses: darkvision 60 ft.
Languages: Common, Undercommon
Immunities: immunity to cold, electricity, polymorph, and mind-affecting spells and abilities, turn resistance
Traits: undead traits

Actions
Touch. Melee Unarmed Attack: reach 5 ft., one target. Hit: (1d8 + 5 negative energy + paralysis). Parallysis lasts for three rounds.
Bardic Music. 12/day (countersong, fascinate, inspire competence, inspire courage +2, inspire greatness, song of freedom, suggestion), damaging touch, fear aura,

Dallia Thistledown is the nicest little halfling you’d ever want to meet. She’s kind and friendly, always greeting friends and strangers alike with a beaming smile and freshly baked cinnamon rolls or tea cakes. She’s nice to animals and great with children. In fact, in the two years she’s worked in the castle kitchens, she’s never uttered a cross word to anyone. Her songs brighten the mood of anyone hearing them. The halfling who was Dallia Thistledown actually died three years ago when she completed the process that transformed her into a lich. Now she steals royal secrets for the kingdom’s enemies while posing as a humble cook. Of course, she’s only doing that to gain enough wealth and power to take over a
kingdom for her own.
Dallia is best introduced to the PCs at low levels, when her magic is easily potent enough to guard against accidental discovery. As the characters gain levels, they become privy to rumors that someone has been selling secret information to enemies of the kingdom. Of course, she’s smart enough to plant red herrings, placing the blame on any of a number of others (including perhaps the PCs themselves). She’ll try to escape rather than face a stand-up fight, and might eventually turn up in the service of another powerful enemy of the PCs.
Dallia’s phylactery is typical for liches: a small metal box containing strips of parchment. She has hidden it deep in an unused part of the castle’s dungeon, with its magical power
concealed by Nystul’s magic aura. Her hoard of coins and gems is hidden in the same place—she only carries a few silver and copper pieces in her disguise, along with her magic items (also protected by Nystul’s magic aura).

Countersong: Use music or poetics to counter magical effects that depend on sound.
Fascinate: Use music or poetics to cause one or more
creatures to become fascinated with her.
Inspire Competence: Use music or poetics to help an ally succeed at a task.
Inspire Courage: Use music or poetics to bolster her allies against fear and improve their combat abilities.
Inspire Greatness: Use music or poetics to inspire greatness in herself or an ally, granting her target extra fighting capability.
Song of Freedom: Use music or poetics to create an effect equivalent to the break enchantment spell.
Suggestion: Use music or poetics to make a suggestion (as the spell) to a creature that she has already fascinated.
Fear Aura: Will DC 21 negates.
Paralyzing Touch: Fortitude DC 21 negates.

Bard Spells Known (3/5/4/4/3 per day; caster level 12th);
0—daze (DC 15), detect magic, lullaby (DC 15), mage hand, message,
read magic;
1st—disguise self, expeditious retreat, Nystul’s magic
aura, undetectable alignment;
2nd—detect thoughts (DC 17), mirror
image, suggestion (DC 17), tongues;
3rd—charm monster (DC 18),
dispel magic, glibness, scrying (DC 18);
4th—greater invisibility,
dimension door, modify memory (DC 19).

Possessions: ring of mind shielding, wand of gaseous form (30
charges; shaped like a wooden spoon), silver mirror (1,000 gp;
focus for scrying spell), 14 gems (average value 350 gp each),
5,500 gp.

Durak the Eternal

A lifelong worshiper of Vecna, God of Secrets, Durak knew from an early age that he wanted to achieve eternal existence as an undead being. He would have preferred vampirism, but he didn’t trust in his ability to escape the control of any vampire that spawned him. He amassed power and knowledge quickly, enabling him to achieve lichdom at the age of only 28.
Durak is now a relatively young lich, having experienced the transformation mere months ago. He appears mostly human, if a bit pale and sunken-eyed. He still venerates Vecna, and is busy amassing an army of undead minions (his Leadership score for the purpose of attracting followers is 18).
Durak’s phylactery is an ornate unholy symbol, which he wears in his lair but leaves behind (guarded by undead minions) when he goes out in the field. He uses a standard, plainer one
for spellcasting and rebuking undead.
Durak makes a great archvillain for an arc of the campaign. The PCs could run into his minions at lower levels or otherwise hear stories of the evil cleric building a skeleton army. After working their way through his defenses, they might meet Durak either in his lair or on the battlefield itself.

Durak the Eternal: Male human lich cleric 11; CR 13;
Medium undead (augmented humanoid); HD 11d12; hp 71;
Init 0; Spd 20 ft.; AC 26, touch 10, fl at-footed 26; Base Atk +8;
Grp +9; Atk or Full Atk +9 melee touch (1d8
5 negative energy
plus paralysis, touch); SA damaging touch, fear aura, paralyzing
touch, rebuke undead 6/day (3, 2d614, 11th), spells; SQ
damage reduction 15/bludgeoning and magic, darkvision 60 ft.,
immunity to cold, electricity, polymorph, and mind-affecting
spells and abilities, 4 turn resistance, undead traits; SV Fort
+8, Ref +4, Will +12; AL NE; Str 13, Dex 10, Con —, Int 10, Wis
19, Cha 16.
Skills and Feats: Concentration +13 (
17 casting defensively),
Diplomacy +13, Hide +2, Knowledge (religion) +4, Listen +12,
Move Silently +2, Search +8, Sense Motive +18, Spot +12; Combat
Casting, Craft Wondrous Item, Quicken Turning†, Scribe Scroll,
Undead Leadership

Fear Aura (Su): Will DC 18 negates.
Paralyzing Touch (Su): Fortitude DC 18 negates.
Cleric Spells Prepared (caster level 11th); 0—detect magic (2),
guidance, light, mending, read magic; 1st—bane (DC 15), cause fear
(DC 15), detect good, divine favor, entropic shield, protection from
goodDE, sanctuary; 2nd—death knellE (DC 16), desecrateDE, enthrall
(DC 16), owl’s wisdom, resist energy, shatter; 3rd—bestow curse (DC
17), deeper darkness, dispel magicD, invisibility purge, prayer, wind
wall; 4th—dismissal (DC 18), divine power, poison (9 melee touch;
DC 18), sending, unholy blightDE (DC 18); 5th—fl ame strike (DC
19), righteous might, spell resistanceD; 6th—create undeadDE, harm
(DC 20).
D: Domain spell. Domains: Evil (cast evil spells [E
] at +1 caster
level), Magic (use magic items as 5th-level wizard).
Possessions: +1 full plate armor, masterwork heavy steel shield,
cloak of resistance +1, wand of magic missile (caster level 9th; 20
charges), divine scroll of word of recall, 2,500 gp, 11 art objects
(average value 1,000 gp each), spell component pouch, unholy
symbol/phylactery.
Erl the Gaunt
Erl, nicknamed “The Gaunt” because of his weak, sickly appearance,
began his career as a lowly cleric of Wee Jas. Thanks to
long patience, he mastered the twin powers of magic and death.
But still Erl remained unsatisfi ed. Though he knew his life had
centuries left, he railed against the very thought of mortality. At
fi rst he avoided the thought of lichdom, but eventually came to
the logical conclusion that there was simply no better option.
Erl has a vast array of spells at his beck and call. He prefers to
harass enemies with spells that entrap them or slow them down,
including acid fog, deeper darkness, Evard’s black tentacles, sleet storm,
wall of ice, and web. When pushed into a fi ght, he focuses attention
on a single target, weakening his foe with summon swarm, ray of
enfeeblement, or feeblemind before using disintegrate, poison, or slay
living to fi nish the enemy off. If the opportunity presents itself,
he targets groups with lightning bolt,greater command, or waves of
fatigue. Above all else, Erl is patient and willing to retreat from a
losing fi ght, returning with a better selection of spells at a later
time. He has a contingency effect active at all times (if attacked
in melee, a blink spell is activated).
Erl’s phylactery is a metal plate that serves as the front cover
to one of his spellbooks, which are hidden in his lair. He casts
Nystul’s magic aura on it every week or so to mask its aura.
Erl: Male elf lich cleric 3/wizard 3/mystic theurge 8; CR 16;
Medium undead (augmented humanoid); HD 14d12; hp 91;
Init +2; Spd 30 ft.; AC 17, touch 12, fl at-footed 15; Base Atk +7;
Grp +6; Atk or Full Atk +6 melee touch (1d8
5 negative energy
plus paralysis, touch); SA damaging touch, fear aura, paralyzing
touch, rebuke undead 4/day (3, 2d64, 3rd), spells; SQ damage
reduction 15/bludgeoning and magic, darkvision 60 ft., elf traits,
familiar, immunity to cold, electricity, polymorph, and mindaffecting
spells and abilities, low-light vision, 4 turn resistance,
undead traits; SV Fort +9, Ref +9, Will +18 (
20 against enchantments);
AL LE; Str 8, Dex 14, Con —, Int 24, Wis 16, Cha 12.
Skills and Feats: Concentration 18, Decipher Script +19,
Diplomacy +3, Hide +10, Knowledge (arcana) +19, Knowledge
(history) +13, Knowledge (religion) +19, Listen +14, Move
Silently +10, Search +15, Sense Motive +22 Spellcraft +26, Spot
+14; Craft Wondrous Item, Scribe ScrollB, Spell Focus (enchantment),
Spell Focus (evocation), Spell Focus (necromancy), Spell
Penetration.
Elf Traits: Elves have immunity to magic sleep effects. An
elf who merely passes within 5 feet of a secret or concealed door
is entitled to a Search check to notice it as if he were actively
looking for it.
Familiar: Erl chooses not to summon a familiar, seeing a
potential familiar as more of a vulnerability than an asset.
Fear Aura (Su): Will DC 18 negates.
Paralyzing Touch (Su): Fortitude DC 18 negates.
Cleric Spells Prepared (caster level 11th): 0—detect magic (2),
guidance, mending, read magic, virtue; 1st—bane (DC 15), cause
fearD (DC 15), command (DC 15), comprehend languages, divine
favor, obscuring mist, shield of faith; 2nd—death knellD (DC 16), hold
person (DC 16), owl’s wisdom, resist energy, silence (DC 15), sound
burst (DC 16); 3rd—bestow curse (DC 17), deeper darkness, invisibility
purge, magic circle against chaosDL, protection from energy, wind wall;
4th—dimensional anchor (
9 ranged touch), divine power, order’s
wrathDL (DC 18), poison (6 melee touch; DC 18); 5th—greater
command (DC 19), slay livingD (
6 melee touch; DC 19), spell
resistance; 6th—hold monsterD (DC 20), word of recall.
D: Domain spell. Domains: Death (death touch 1/day, damage
3d6), Law (cast law spells [L
] at 1 caster level).
Wizard Spells Prepared (caster level 11th); 0—arcane mark, dancing
lights, ghost sound (DC 17) , touch of fatigue (
6 melee touch; DC
18); 1st—alarm, mage armor, magic missile, ray of enfeeblement (2)
(9 ranged touch), shield; 2nd—blur, darkness, false life, fog cloud,
summon swarm, web (DC 19); 3rd—dispel magic (2), lightning bolt
(DC 21), ray of exhaustion (
9 ranged touch; DC 21), sleet storm,
slow (DC 20); 4th—confusion (DC 22), Evard’s black tentacles, ice
storm, wall of ice (DC 22); 5th—feeblemind (DC 23), teleport,waves
of fatigue; 6th—acid fog, disintegrate (9 ranged touch; DC 23).
Spellbook: as above plus 0—all; 1st—charm person, chill touch,
disguise self, expeditious retreat, obscuring mist, shocking grasp, true
strike, unseen servant; 2nd—arcane lock, command undead, detect
thoughts, invisibility, protection from arrows, see invisibility, spider
climb, touch of idiocy (
6 melee touch); 3rd—blink, explosive runes,
fi reball, fl y, nondetection, suggestion; 4th—animate dead, arcane eye,
enervation, greater invisibility, lesser globe of invulnerability, solid
fog; 5th—Mordenkainen’s faithful hound, Mordenkainen’s private
sanctum, mind fog, nightmare; 6th—chain lightning, contingency,
guards and wards, wall of iron.
Possessions: cloak of resistance +3, staff of fi re (25 charges), headband
of intellect +4, arcane scroll of chain lightning, divine scroll of harm,
1,270 pp, 40 assorted gems (average 250 gp each), ivory statuette
of himself (1,500 gp; focus for contingency), spell component
pouch, spellbooks, phylactery.

Krilla Darkhand
The remorseless Krilla Darkhand may well be the weakest lich
in existence. As an adept, she doesn’t have anywhere near the
magical power possessed by a typical lich. However, she makes
up for that with her tenaciousness, as well as a proactive attitude
about destroying that which is good and pure in the world.
Uninterested in hiding in a dark cave somewhere, waiting for
adventurers to come knocking on her door, Krilla instead works
as an assassin and bounty hunter. She has no allegiances—she
killed her entire tribe as a mass sacrifi ce to the powers of
death—and looks out only for herself. She uses her small size
to make foes think she lacks power, then unleashes her most
potent spells to ensure they don’t make the same mistake (or
any other mistake) again.
155CAMPAIGNS CHAPTER 7
Krilla’s phylactery is a tiny metal bauble that dangles from
her familiar’s collar. If Krilla fears death and can’t escape, she
sends her familiar running (possibly using obscuring mist to hide
its retreat), so that she can return another day.
Krilla works best as a tough challenge for mid-level characters,
using stealth and surprise to give her an advantage. She isn’t
powerful enough for a stand-up, fair fi ght, and she knows that
well.
Krilla Darkhand: Female goblin lich adept 11; CR 12;
Small undead (augmented humanoid); HD 11d12; hp 71; Init
2; Spd 30 ft.; AC 22, touch 12, fl at-footed 20; Base Atk +5; Grp
–1; Atk or Full Atk +3 melee touch (1d8
5 negative energy plus
paralysis, touch) or 8 ranged (1d61 nonlethal damage plus
sleep, masterwork light crossbow); SA damaging touch, fear aura,
paralyzing touch, spells; SQ damage reduction 15/bludgeoning
and magic, darkvision 60 ft., familiar, immunity to cold, electricity,
polymorph, and mind-affecting spells and abilities, 4 turn
resistance, undead traits; SV Fort +3, Ref +7, Will +11; AL NE;
Str 6, Dex 14, Con —, Int 15, Wis 19, Cha 14.
Skills and Feats: Concentration +16, Hide +13, Knowledge
(arcana) +9, Knowledge (religion) +9, Listen +14, Move Silently
+18, Ride +6, Search +10, Sense Motive +12, Spellcraft +4, Spot
+14, Survival +18; Alertness, Armor Profi ciency (light), Craft
Wondrous Item, Track.
Fear Aura (Su): Will DC 17 negates.
Paralyzing Touch (Su): Fortitude DC 17 negates.
Adept Spells Prepared (caster level 11th); 0—detect magic, read
magic, touch of fatigue (
3 melee touch; DC 14); 1st—burning hands
(DC 15), cause fear (2) (DC 15), obscuring mist; 2nd—invisibility,
mirror image, see invisibility, web (DC 16); 3rd—deeper darkness,
lightning bolt (2) (DC 17).
Possessions: +1 chain shirt, boots of elvenkind, potion of owl’s wisdom,
potion of displacement, 10 sleep bolts, masterwork light crossbow,
22 pp, 7 gems (average value 200 gp), spell component pouch,
phylactery.
Familiar: Tiny animal; HD 11d8; hp 37; Init +2; Spd 20 ft.,
climb 20 ft.; AC 20, touch 14, fl at-footed 18; Base Atk +5; Grp –7;
Atk or Full Atk +7 melee (1d3–4, bite); SA deliver touch spells;
SQ empathic link, improved evasion, share spells, speak with
master, speak with animals; SV Fort +3, Ref +5, Will +8; AL NE;
Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 5.
Skills and Feats: Balance +10, Concentration +14, Hide +11,
Knowledge (arcana) +7, Knowledge (religion) +7, Move Silently
+8, Spot +10, Survival +15; Weapon Finesse.

Kur’latt, Githzerai Lich
Kur’latt was once an up-and-coming member of a very successful
rrakkma (mind fl ayer hunting party). A brush with death on
an otherwise routine mission forced him to reevaluate his priorities.
His own mortality—something that had rarely entered
his thinking before then—suddenly seemed extraordinarily
fragile. Quietly, he began to research methods of extending
one’s lifespan beyond the normal limits. Eventually, he stumbled
upon the secrets of lichdom—a process much hated by most
githzerai, since the githyanki’s ruler for many centuries has
been a dreaded lich-queen—and realized that this was what
he wanted. After mastering the necessary arcane arts, Kur’latt
completed his phylactery and ended his life, only to rise soon
afterward as a lich.
Kur’latt favors stealth and defense to overt attacks. He relies
on sneak attacks (using spells such as ray of frost, scorching ray, and
disintegrate) to dispatch his enemies. He also enjoys counterspelling
opponents’ magical attacks. His phylactery is a plain iron
circlet that he keeps hidden on the Astral Plane (ironically, not
far from a githyanki outpost).
Kur’latt: Male githzerai lich sorcerer 12/rogue 3; CR 18;
Medium undead (augmented humanoid, extraplanar); HD
15d12+3; hp 100; Init 8; Spd 30 ft.; AC 25, touch 16, fl at-footed
21; Base Atk +8; Grp +8; Atk or Full Atk +12 melee touch (1d8
5
plus paralysis, touch); SA damaging touch, fear aura, paralyzing
touch, sneak attack 2d6, spells; SQ damage reduction
15/bludgeoning and magic, darkvision 60 ft., evasion, familiar,
immunity to cold, electricity, polymorph, and mind-affecting
spells and abilities, inertial armor, psionics, spell resistance 20,
trap sense +1, trapfi nding, +4 turn resistance, undead traits; AL
NE; SV Fort +4, Ref +11, Will +9; Str 10, Dex 18, Con —, Int 15,
Wis 12, Cha 24.
Skills and Feats: Balance +6, Bluff +25, Concentration +22, Craft
(alchemy) +7, Diplomacy +9, Disguise +7 (
9 acting), Hide 12,
Jump +6, Knowledge (arcana) +13, Intimidate +9, Listen +9,
Move Silently +12, Search +10, Sense Motive +9, Spellcraft +19,
Spot +9, Tumble +10; Craft Wondrous Item, Improved Counterspell,
Improved Feint, Improved Initiative, Toughness, Weapon
Finesse.
Evasion (Ex): If Kur’latt is exposed to any effect that normally
allows him to attempt a Refl ex saving throw for half damage, he
takes no damage with a successful saving throw.
Familiar: Kur’latt chooses not to summon a familiar, seeing
a potential familiar as more of a vulnerability than an asset.
Fear Aura (Su): Will DC 24 negates.
Inertial Armor (Sp): Githzerai can use psychic force to block
an enemy’s blows. This ability gives them a +4 armor bonus
to Armor Class as long as they remain conscious. This is the
equivalent of a 1st-level spell.
Paralyzing Touch (Su): Fortitude DC 24 negates.
Psionics (Sp): 3/day—daze (DC 24), feather fall, shatter (DC
25). Kur’latt can use plane shift (DC 31) once per day, caster level
15th.
Sneak Attack (Ex): Kur’latt deals an extra 2d6 points of
damage on any successful attack against fl at-footed or fl anked
targets, or against a target that has been denied its Dexterity
bonus for any reason. This damage also applies to ranged attacks
against targets up to 30 feet away. Creatures with concealment,
creatures without discernible anatomies, and creatures immune
to extra damage from critical hits are all immune to sneak
attacks. Kur’latt may choose to deliver nonlethal damage with
his sneak attack, but only when using a weapon designed for
that purpose, such as a sap (blackjack).
Trapfi nding (Ex): Kur’latt can fi nd, disarm, or bypass traps
with a DC of 20 or higher. He can use the Search skill to fi nd,
and the Disable Device skill to disarm, magical traps (DC 25
+ the level of the spell used to create it). If his Disable Device
result exceeds the trap’s DC by 10 or more, he discovers how to
bypass the trap without triggering or disarming it.
Sorcerer Spells Known (6/8/8/8/6/5/3 per day; caster level 12th):
0—dancing lights, detect magic, ghost sound (DC 17), mage hand,
open/close, ray of frost (
12 ranged touch), read magic, resistance,
touch of fatigue (12 melee touch; DC 17); 1st—alarm, magic missile,
shield, shocking grasp (
12 melee touch), true strike; 2nd—blur, cat’s
grace, resist energy, scorching ray (12 ranged touch), see invisibility;
3rd—dispel magic, ray of exhaustion (
12 ranged touch; DC 20),
slow (DC 20), suggestion (DC 20); 4th—enervation (12 ranged
156CHAPTER 7 CAMPAIGNS
touch), ice storm, lesser globe of invulnerability; 5th—feeblemind
(DC 22), teleport; 6th—disintegrate (
12 ranged touch; DC 23).
Possessions: ring of protection +2, cloak of Charisma +4, dust of
disappearance (1 pinch), scroll of Tenser’s transformation, 3,219 gp,
11 pearls (100 gp each), 9 assorted art objects (700 gp each), spell
component pouch, phylactery.

Tevangia Zail, Archmage of Lichdom
The lich known as Tevangia Zail is an ancient creature of dire
evil. In life a powerful wizard who often sold her services to
kings and emperors, in undeath she has mastered the path of
the archmage. Lately, she has begun to experience something
resembling boredom. She lacks a challenge in her unlife, and
isn’t sure how to rectify that. So few creatures can provide a
challenge to her magical prowess, after all.
Tevangia’s phylactery is a traditional metal container,
protected by nondetection (DC 21 caster level check to fi nd by
divination).
Tevangia Zail typically has the following spells active upon
herself at all times, and their effects are included in the statistics
below as appropriate: detect scrying, false life (15 hp), mage
armor (
4 AC), and moment of prescience (20 insight bonus on
any single attack, opposed ability or skill check, or save). She has
a contingency spell that activates a stoneskin (damage reduction
10/adamantine) if attacked with a melee or ranged weapon. She
has also spent three wishes to increase her Intelligence score.
Tevangia can serve as an excellent “new” enemy for high-level
PCs. If she hears stories of their power and fame, she might
simply show up on their doorstep (or in their study) and open
up with a full array of deadly spells. Alternatively, characters
might encounter her as advisor to a powerful evil ruler.
Tevangia Zail: Female half-elf lich evoker 13/archmage 5;
CR 20; Medium undead (augmented humanoid); HD 18d12
3;
hp 171; Init 2; Spd 30 ft.; AC 24, touch 15, fl at-footed 22; Base
Atk +8; Grp +7; Atk or Full Atk +7 melee touch (1d8
5 negative
energy plus paralysis, touch); SA damaging touch, fear aura,
paralyzing touch, spells; SQ damage reduction 15/bludgeoning
and magic, darkvision 60 ft., half-elf traits, immunity to cold,
electricity, polymorph, and mind-affecting spells and abilities,
low-light vision, 4 turn resistance, undead traits; SV Fort +12,
Ref +10, Will +17 (
19 vs. enchantments); AL LE; Str 8, Dex 14,
Con —, Int 30, Wis 15, Cha 12.
Skills and Feats: Concentration 22, Decipher Script +16,
Diplomacy +3, Hide +10, Knowledge (arcana) +21, Knowledge
(the planes) +21, Listen +12, Move Silently +10, Search +23,
Sense Motive +15, Spellcraft +36, Spot +22, Survival +0 (
2
other planes, following tracks); Alertness, Craft Wondrous
Item, Great Fortitude, Heighten Spell, Quicken Spell, Scribe
ScrollB, Skill Focus (Spellcraft), Spell Focus (evocation), Spell
Focus (transmutation), Spell Penetration, Toughness.
Half-Elf Traits: Half-elves have immunity to magic sleep
effects. For all effects related to race, a half-elf is considered an
elf.
High Arcana: Mastery of elements, mastery of shaping, spell
power (2 to caster level), spell-like ability (2/day—meteor swarm
[
10 ranged touch; DC 29]).
Fear Aura (Su): Will DC 20 negates.
Paralyzing Touch (Su): Fortitude DC 20 negates.
Wizard Spells Prepared (caster level 20th; prohibited schools
enchantment and illusion): 0—arcane mark, detect magic, fl are
(DC 20), mage hand, ray of frost (10 ranged touch); 1st—alarm,
cause fear (DC 21), mage armor†, magic missile (3), shield, true strike;
2nd—cat’s grace, false life†, fl aming sphere (DC 23), Melf’s acid arrow
(
10 ranged touch), resist energy, shatter (DC 23), web (DC 22),
whispering wind; 3rd—dispel magic, fi reball (DC 24), fl y, lightning
bolt (DC 24), nondetection†, ray of exhaustion (10 ranged touch; DC
23), vampiric touch; 4th—detect scrying†, dimension door, enervation
(
10 ranged touch), fear (DC 24), fi re shield, solid fog, wall of ice
(DC 25); 5th—cone of cold (DC 26), dismissal (DC 25), quickened
magic missile, teleport, wall of force; 6th—chain lightning (DC 27),
disintegrate (10 ranged touch; DC 27), fl esh to stone (DC 27),
greater dispel magic, quickened scorching ray (
10 ranged touch),
quickened see invisibility; 7th—delayed blast fi reball (DC 28),
ethereal jaunt, heightened slow (DC 28), prismatic spray (DC 28),
reverse gravity (DC 28); 8th—greater shout (DC 29), horrid wilting
(DC 28), moment of prescience†, quickened enervation (10 ranged
touch); 9th—Bigby’s crushing hand, energy drain (
10 ranged touch;
DC 29 to remove), time stop.
†Already cast.
Spellbook: as above plus 0—all except enchantment and illusion;
1st—expeditious retreat, feather fall, identify, protection from
good, ray of enfeeblement; 2nd—alter self, bull’s strength, command
undead, knock, rope trick, scorching ray; 3rd—blink, explosive runes,
haste, stinking cloud; 4th—arcane eye, polymorph, stoneskin, wall
of fi re; 5th—overland fl ight, prying eyes, sending, wall of stone;
6th—analyze dweomer, antimagic fi eld, globe of invulnerability,
create undead; 7th—control undead, greater teleport; 8th—iron
body, prismatic wall; 9th—etherealness, wish.
Familiar: Tevangia has in the past had a rat familiar, but
she chooses not to summon a new familiar, seeing a potential
familiar as more of a vulnerability than an asset.
Possessions: cloak of resistance +3, ring of protection +3, headband
of intellect +6, rod of metamagic (empower), brooch of shielding (101),
arcane scroll of greater teleport, 18,000 gp, 25 gems (average value
300 gp), 20 art objects (average value 1,100 gp), spellbook, spell
component pouch.
LICH VARIANTS
Liches are as varied as player characters themselves. Here are
two more variants for your campaign.
Good Lich
Though conceptually an oxymoron, the idea of a good-aligned
creature who chooses undead immortality over a normal lifespan
is a compelling one. Such creatures typically dedicate themselves
to some noble cause—protection of a sacred location, the tending
of knowledge or learning, and so forth.
Special Attacks: Turn Undead (Su): A good lich can turn
or destroy undead as a cleric of a level equal to its HD. (If the
good lich already has the ability to turn undead, treat it as if its
effective cleric level for turning was two higher than normal.)
Special Qualities: Turning Immunity (Ex): Good liches cannot
be turned or destroyed by good clerics, nor by neutral clerics who
turn undead. When neutral or evil clerics attempt to rebuke or
command a good lich, the lich is turned or destroyed instead.
A good lich retains the normal lich’s fear aura, though it can
drop or raise the aura as a free action.
CR Adjustment: +1.
Lichfiend
The lichfiend is an evil outsider (usually a demon or devil) that
achieves lichdom. A lichfi end must have at least five at-will spell-
like abilities, the Craft Wondrous Item feat, and a caster level of
11 or higher to construct its phylactery. Eligible creatures from
the Monster Manual include the barghest (minimum 11 HD),
balor, glabrezu, marilith, nalfeshnee, succubus, bone devil,
horned devil, ice devil, and pit fi end. The lichfi end retains all
the special abilities it had in life, and gains the typical abilities
of a lich except as noted below.
Special Qualities: A lichfi end’s damage reduction is 15/good
and bludgeoning.
CR Adjustment: +0

Bio:

Lich

Darth Otaku overdark_ness8