Library / Bestiary

Lich

CR 12.00 Undead NE Medium HD 11
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. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.

The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.

An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed (see Creating a Lich, below).

Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.

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.

HP
111 (11d6+55 plus 15 false life)
AC
23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2 Dex, +5 natural)
Init
+2
Speed
30 ft.
Fort
+6
Ref
+7
Will
+11
BAB
+5
CMB
+5
CMD
25
Melee
touch +5 (1d8+5 plus paralyzing touch)
DR
15/bludgeoning and magic
Defensive Abilities
channel resistance +4
Aura
fear (60-ft. radius, DC 18)
Racial Modifiers
+8 Perception, +8 Sense Motive, +8 Stealth
str
10
+0
dex
14
+2
con
-
int
22
+6
wis
14
+2
cha
16
+3

Weapons: Simple

grave touch* (9/day)

paralyzing touch (DC 18)

power over undead* (9/day, DC 18)

Universal Monster Rules

Channel Resistance (+4) Ex from Universal Monster Rule
A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).

Special Abilities

Grave Touch* (9/day) from text
Paralyzing Touch (DC 18) from text
Power Over Undead* (9/day, DC 18) from text

Feats, Traits & Items

You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).

Extend Spell from Feat

An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Maximize Spell from Feat

All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Quicken Spell from Feat

Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

Scribe Scroll from Feat

You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus

Craft (alchemy) +20, Intimidate +17, Knowledge (arcana) +20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +24

spells prepared:
6th—Circle Of Death (DC 19), 6th—Globe Of Invulnerability, 6th—Fireball (DC 16), 5th—Cloudkill (DC 18), 5th—Cone Of Cold (DC 18), 5th—Magic Missile, 5th—Waves Of Fatigue, 4th—Dimension Door, 4th—Enervation, 4th—Fire Shield, 4th—Wall Of Ice (DC 17), 3rd—Dispel Magic, 3rd—Fireball (DC 16), 3rd—Suggestion (DC 16), 3rd—Vampiric Touch, 2nd—Darkness, 2nd—Mage Armor (DC 14), 2nd—False Life, 2nd—Scorching Ray, 2nd—See Invisibility, 2nd—Spectral Hand, 1st—Magic Missile, 1st—Ray Of Enfeeblement (DC 14), 1st—Shield, 0—Bleed (DC 13), 0—Detect Magic, 0—Ray Of Frost, 0—Read Magic
Details
Type
Undead
Alignment
NE
Size
Medium
Environment
any
Organization
solitary
Treasure
NPC gear (boots of levitation, headband of vast intelligence +2 [Perception], ring of protection +2, potion of invisibility, scroll of dominate person, scroll of teleport)
Senses
darkvision 60 ft., life sight*; Perception +24
Aura
fear (60-ft. radius, DC 18)
Languages
Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Undercommon
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
38 House/Core
  • Uses feat: Craft Wondrous Item (Feat) — core content under OGL 1.0a
  • Uses feat: Defensive Combat Training (Feat) — core content under OGL 1.0a
  • Uses feat: Extend Spell (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Maximize Spell (Feat) — core content under OGL 1.0a
  • Uses feat: Quicken Spell (Feat) — core content under OGL 1.0a
  • Uses feat: Scribe Scroll (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Knows spell: Circle Of Death (Spell) — core content under OGL 1.0a
  • Knows spell: Globe Of Invulnerability (Spell) — core content under OGL 1.0a
  • Knows spell: Fireball (Spell) — core content under OGL 1.0a
  • Knows spell: Cloudkill (Spell) — core content under OGL 1.0a
  • Knows spell: Cone Of Cold (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Missile (Spell) — core content under OGL 1.0a
  • Knows spell: Waves Of Fatigue (Spell) — core content under OGL 1.0a
  • Knows spell: Dimension Door (Spell) — core content under OGL 1.0a
  • Knows spell: Enervation (Spell) — core content under OGL 1.0a
  • Knows spell: Fire Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Wall Of Ice (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Fireball (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Vampiric Touch (Spell) — core content under OGL 1.0a
  • Knows spell: Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: False Life (Spell) — core content under OGL 1.0a
  • Knows spell: Scorching Ray (Spell) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Spectral Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Missile (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Enfeeblement (Spell) — core content under OGL 1.0a
  • Knows spell: Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Frost (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
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