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Penumbra (11-12)Creature 11


UniqueMediumMythicUndeadUnholy
Source Pathfinder Society Scenario #6-09: The Power of Legends
Perception +22 (darkvision)
Languages Aklo, Common, Chthonian, Diabolic, Draconic, Necril, Sakvroth, Shadowtongue
Skills Arcana +30, Crafting +26, Deception +19, Diplomacy +21, Religion +24, Stealth +22
Str +0, Dex +4, Con +0, Int +6, Wis +4, Cha +3

AC 33; Fort +19; Reflex +23; Will +25; +1 status to all saves vs. vitality
HP 210 (void healing, rejuvenation)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Resistances Cold 10, Vitality 12

+1 Status to All Saves vs. VitalityCounterspell Reaction

Trigger A creature casts a spell Penumbra has prepared


Effect Penumbra expends a prepared spell to counter the triggering creature's casting of that same spell. She loses her spell slot as if she had cast the triggering spell. She then attempts to counteract the triggering spell.

Frightful Presence (aura, emotion, fear, mental)

60 feet. DC 31 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.

Mythic Resilience (Reflex and Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

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.

Void Shroud (aura, death)

30 feet. Penumbra is surrounded by an aura of death, drawing forth souls to be consumed by her constant hunger. Living creatures in the emanation take a –2 status penalty to saves against fear and death effects. In addition, any creature that starts its turn in the area gains the Doomed 1 condition unless it succeeds at a DC 34 will save.

Condition Removal One Action

Cost 1 Mythic Point


Effect Penumbra ends one condition currently affecting her.

Drain Soul Cage Free Action

Frequency once per day


Effect Penumbra taps into her 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 Fortitude save against the lich's spell DC – 2 or become Drained 1. If Penumbra 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.

Spell Recharge One Action

Cost 1 Mythic Point


Effect Penumbra immediately gains an additional use of a spell she has already cast.

Steady Spellcasting

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


Arcane Prepared Spells (DC 38, +28 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: Earthbind, Locate, Vampiric Feast
4th Level: Fire Shield, Flicker, Fly, Translocate
5th Level: Shadow Blast, Slither, Wall of Ice
6th Level: Disintegrate, 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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

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.