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Horde LichCreature 15


RareNEMediumUndead
Source Pathfinder Book of the Dead
Perception +25 (darkvision)
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Infernal, Jotun, Necril, Undercommon
Skills Acrobatics +27, Arcana +31, Crafting +29, Intimidation +27, Religion +25, Stealth +27, Thievery +27
Str +2, Dex +6, Con +0, Int +8, Wis +4, Cha +6

AC 35; Fort +21; Reflex +27; Will +27; +1 status to all saves vs. positive
HP 250 (negative healing, rejuvenation)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10, Physical 10

Hand One Action +27 (+22, +17) to hit (finesse, magical) 5d8 Negative

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

+1 Status to All Saves vs. PositiveNegative Healing

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

Rejuvenation (arcane, necromancy)

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.

Shatter Block Reaction

Trigger A creature scores a critical hit on the horde lich

Requirements The horde lich has at least one servitor attached (see Servitor Assembly)


Effect The critical hit is a normal hit instead. One of the horde lich's servitors detaches from them and is placed in an open, adjacent space, Prone. The servitor takes the damage from the triggering attack.

Servitor Assembly One Action (manipulate)

A horde lich has three servitor bodies folded up and attached to themself, usually in the ribcage, on the arms, and around the legs. The lich detaches one of these servitors and places it in any open, adjacent space. The lich can alternatively take this action to reattach an adjacent servitor.

The lich and their servitors share actions and Hit Points, and the servitors use the same statistics as the lich. Spells and effects that target the lich or their servitors affect all of them equally, but they're still treated as just one creature when targeted by spells and attacks. The horde lich attempts only one save against such effects, but they take a -2 circumstance penalty to defend against effects that target both the lich and one or more detached servitors. Whenever the horde lich Casts a Spell, they can choose to have the spell originate from themself or from any one of their detached servitors. If the horde lich is destroyed, all attached servitors are destroyed as well. If a servitor is dealt a critical hit, it's destroyed (and the horde lich takes the damage as normal).

Servitor Attack Two Actions (concentrate)

Each of the horde lich's detached servitors Strike, with a -2 circumstance penalty on the attack roll. Each of these Strikes counts toward the lich's multiple attack penalty, but the penalty doesn't increase until after all the attacks.

Servitor Lunge One Action

Requirements The horde lich's last action was a critical hit with a melee Strike, and the horde lich has at least one servitor attached


Effect One of the lich's attached servitors detaches adjacent to the target, and the target is Grabbed by that servitor.

Servitor Realignment One Action (concentrate)

Each of the horde lich's detached servitors can either Interact or take a basic action with the move trait. The lich chooses which action each of them takes.

Steady Spellcasting

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


Arcane Prepared Spells (DC 39, +31 to hit)

Cantrips (8th Level): Daze, Detect Magic, Electric Arc, Mage Hand, Shield
1st Level: Alarm, Command, Illusory Disguise, Unseen Servant
2nd Level: Hideous Laughter, Invisibility, Mirror Image
3rd Level: Haste, Paralyze, Slow, Stinking Cloud
4th Level: Confusion, Fly, Freedom of Movement, Veil
5th Level: Cone of Cold, Crushing Despair, Hallucination
6th Level: Disintegrate, Feeblemind, Repulsion, True Seeing
7th Level: Power Word Blind, Project Image, Spell Turning, True Target
8th Level: Horrid Wilting, Power Word Stun, Uncontrollable Dance


At first glance, a horde lich looks like a skeleton packed with too many bones. In combat, the true purpose of these extra parts becomes clear as limbs peel off, expanding and reassembling into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.


A desire to live eternally motivates a spellcaster to become a lich, and necromantic knowledge makes the desire real. The typical lich takes the most direct path, keeping their undead form fairly close to their appearance in life. But undeath can also bring greater freedom for those with a less conventional view of what they can become. The horde lich and runecarved lich reshape themselves entirely.


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.