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LichCreature 12


RareMediumUndeadUnholy
Source Pathfinder Monster Core
Perception +20 (darkvision)
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Elven, Necril, Sakvroth
Skills Arcana +28, Crafting +24, Deception +17, Diplomacy +19, Religion +22, Stealth +20
Str +0, Dex +4, Con +0, Int +6, Wis +4, Cha +3

AC 31; Fort +17; Reflex +21; Will +23; +1 status to all saves vs. vitality
HP 190 (void healing, rejuvenation)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Resistances Cold 10

+1 Status to All Saves vs. VitalityCounterspell Reaction

Trigger A creature casts a spell the lich has prepared.


Effect The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell.

Frightful Presence (aura, emotion, fear, mental)

60 feet. DC 29 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Rejuvenation (arcane)

When a lich is destroyed, its soul immediately transfers to their Lich Soul Cage. A lich can be permanently destroyed only if their soul cage is found and destroyed.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Drain Soul Cage Free Action

6th rank


Frequency once per day


Effect The lich taps into their Soul Cage's power to cast any arcane spell up to the highest rank the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability.

Siphon Life

A lich's form draws forth life from those who come into contact with it. When the lich damages a living creature with an unarmed attack, the lich gains 5 temporary Hit Points and the creature must succeed at a DC 34 fortitude save or become Drained 1.

If the lich is Grabbed or Restrained at the start of its turn, each creature grabbing or restraining it must succeed at a Fortitude save or become drained 1. If the lich siphons a creature's life again, the drained value increase by 1, to a maximum of Drained 4.

Steady Spellcasting

If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted.


Arcane Prepared Spells (DC 36, +26 to hit)

Cantrips (6th Level): Detect Magic, Frostbite, Message, Shield, Telekinetic Hand
1st Level: Enfeeble, Fleet Step, Force Barrage, Sure Strike
2nd Level: Blur, Dispel Magic, False Vitality, Resist Energy, See the Unseen
3rd Level: Blindness, Locate, Vampiric Feast
4th Level: Fire Shield, Fly, Translocate
5th Level: Howling Blizzard, Toxic Cloud, Wall of Ice
6th Level: Chain Lightning, Dominate, Vampiric Exsanguination


A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster.


To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a phylactery, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drastic plan to continue their work or fulfill some long-term plan, others become liches because they fear death or to fulfill some malevolent purpose, such as long-sworn revenge. Regardless, the result is permanent and carries with it the potential to alter history-both that of those who transform themselves and of the countless mortals that will inevitably suffer as a result of a lich's new power.

After its metamorphosis, a lich often finds some quiet place to dwell, typically protected by a variety of guardians and traps, for two primary purposes. First, a lich requires solitude in order to plan its elaborate schemes, and second, few mortals (if any) deign to interact with these legendarily corrupt necromancers. One reason begets the other, as the self-imposed isolation of a lich often drives the lich insane, further solidifying its separation from civilization. The longer a lich lives, the more meticulous a planner it becomes, secreting itself within a labyrinth of deadly puzzles, misdirection, and monsters. A lich's servants and guardians are absolutely loyal, either due to their nature (such as constructs or other undead) or as a result of compulsion using powerful magic. Many liches go mad, in time, and the nature of a lich's lair is a good indicator of the undead's current mental state.

For all the protections it arrays around itself, a lich will go to greater lengths to guard its phylactery, as it knows that the destruction of this magical container spells doom for the lich. A lich is notoriously difficult to bargain with, though the threat of damaging its phylactery is a sure way to gain the upper hand in such a negotiation.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.