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LichCreature 12


RareNEMediumUndead
Source Pathfinder Bestiary
Perception +20 (darkvision)
Languages Abyssal, Aklo, Common, Draconic, Elven, Infernal, Necril, Undercommon
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. positive
HP 190 (negative healing, rejuvenation)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10, Physical 10

Hand One Action +24 (+19, +14) to hit (finesse, magical) 4d8 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.

Counterspell 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 Aura 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, 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.

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, necromancy)

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.

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, Mage Hand, Message, Ray of Frost, Shield
1st Level: Fleet Step, Magic Missile, Ray of Enfeeblement, True Strike
2nd Level: Dispel Magic, False Life, Mirror Image, Resist Energy, See Invisibility
3rd Level: Blindness, Locate, Vampiric Touch
4th Level: Dimension Door, Fire Shield, Fly
5th Level: Cloudkill, Cone of Cold, 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.