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Trexima ButoiCreature 16


UniqueMediumEvilUndeadUnholy
Source Pathfinder #191: The Destiny War
Perception +26 (darkvision)
Languages Aklo, Common, Daemonic, Draconic, Mwangi, Necril, Osiriani, Sakvroth
Skills Arcana +31, Crafting +29, Deception +29, Intimidation +27, Nature +27, Stealth +27
Str +0, Dex +5, Con +4, Int +7, Wis +5, Cha +5

AC 37; Fort +25; Reflex +28; Will +30; +1 status to all saves vs. vitality
HP 290 (void healing, rejuvenation)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 15

Staff One Action +23 (+18, +13) to hit (magical, two hand d8) 1d4+6 Bludgeoning

+1 Status to All Saves vs. VitalityFrightful 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 its Soul Cage. A lich can be permanently destroyed only if its 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

Frequency once per day


Effect The lich taps into its Soul Cage's power to cast any arcane spell up to 6th level, 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.

Paralyzing Touch (arcane, curse, incapacitation)

A creature damaged by the lich's hand Strike must succeed at a DC 32 fortitude save against the lich's spell DC-4.

The creature becomes Paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls Prone, and seems dead. A DC 25 medicine check reveals the victim is alive.

Siphon Life Reaction

Trigger Trexima deals damage with his hand Strike


Effect Trexima regains Hit Points equal to half the damage dealt.

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 37, +29 to hit)

Cantrips (8th Level): Detect Magic, Mage Hand, Message, Ray of Frost, Shield
1st Level: Fear, Fleet Step, Grim Tendrils, Illusory Object, Magic Missile, Ray of Enfeeblement
2nd Level: Dispel Magic, Mirror Image, Resist Energy, See Invisibility
3rd Level: Paralyze, Stinking Cloud
4th Level: Dimension Door, Fly, Freedom of Movement
5th Level: Cloudkill, Wall of Ice
6th Level: Mislead, Purple Worm Sting
7th Level: Eclipse Burst, Spell Turning
8th Level: Horrid Wilting, Polar Ray


Rituals

Create Undead


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.

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.