Runecarved LichCreature 19
Source Pathfinder Book of the Dead
Perception +32 (darkvision)
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal, Necril, Undercommon
Skills Arcana +34, Crafting +38, Deception +35, Diplomacy +35, Intimidation +37, Occultism +36, Religion +34, Stealth +33
Str +5, Dex +6, Con +4, Int +7, Wis +7, Cha +10
AC 42; Fort +27; Reflex +33; Will +36; +1 to all saves vs. positive
HP 330 (negative healing, rejuvenation (as horde lich)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10, Physical 10
Battle Axe +34 (+29, +24) to hit (magical, sweep) 3d8 Negative + 3d8+13 Slashing
Hand +31 (+26, +21) to hit (finesse, magical) 6d8 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 HealingA 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.
Frightful Presence (aura, emotion, fear, mental)60 feet Aura DC 38 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.
Spellstealing Counter (abjuration, occult)Trigger A creature the lich can see Casts a Spell
Requirements The runecarved lich has fewer than three spells stored in its spell tome
Effect The lich expends a spell slot of the same level as the spell being cast to counter the triggering creature's casting. The runecarved lich loses their spell slot as if they'd cast the triggering spell. The lich then attempts to counteract the triggering spell (counteract modifier +35). If successful, the spell is countered and added to the runecarved lich's spell tome.
Stored ItemsThe runecarved lich can store items inside its body, as detailed below. The lich can Interact to remove or store an item. If the lich's body is destroyed, any stored items appear among their bones.
- Arm Wands (extradimensional) The runecarved lich can store up to two wands in the radius and ulna of one of their arms. These wands can be used as if wielded, and they can't be disarmed. If an arm wand is overcharged, the lich takes 20 damage if the wand is broken or 40 if it's destroyed.
- Spell Tome A runecarved lich has a carefully crafted tome, filled with magical power, placed inside their ribcage. This tome can hold up to three spells stolen by the Spellstealing Counter ability.
- Stored Weapon (extradimensional)The lich can store a single one-handed weapon of 1 Bulk or less, linked to special runes carved into the bones of one of the lich's arms. This runecarved lich has the battle axe listed in its items, but a different individual might have a different weapon. A weapon the lich wields deals additional damage equal to half the number of dice from its hand attack.
Frequency once per day
Effect The runecarved lich causes the pages of their spell tome to flip open, revealing an occult spell of 9th level or lower of their choice. For the remainder of the day, the lich can cast that spell as if it were one of their spells known for every level from its base level up to 9th.
Drain Spell TomeEffect The lich draws upon the magic stored in their spell tome to cast one of the spells they've countered. This spell is the same level as the one countered, but it uses the runecarved lich's spell DC and spell attack. Casting a spell in this way removes it from the spell tome.
Steady SpellcastingIf a reaction would disrupt the runecarved lich's spellcasting action, the lich attempts a DC 15 flat. On a success, the action isn't disrupted.
Summon WeaponRequirements The lich has a stored weapon in its arm and has that hand free
Effect The runecarved lich summons its stored weapon into that arm's hand.
Occult Spontaneous Spells (DC 45, +37 to hit)
Cantrips (10th Level): Daze, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation
1st Level (3 slots): Alarm, Illusory Disguise, Unseen Servant
2nd Level (3 slots): Death Knell, Mirror Image, See Invisibility
3rd Level (3 slots): Hypercognition, Mind Reading, Paralyze, Slow
4th Level (3 slots): Confusion, Dimension Door, Fly
5th Level (3 slots): Black Tentacles, False Vision, Prying Eye
6th Level (3 slots): Spellwrack, Spirit Blast, Teleport
7th Level (3 slots): Duplicate Foe, Energy Aegis
8th Level (3 slots): Disappearance, Maze, Mind Blank
9th Level (3 slots): Overwhelming Presence, Telepathic Demand, Wail of the Banshee
In their relentless pursuit of more magical might, some liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulas on their withered flesh, even replacing some bones with powerful magical items. The process is painstaking, as the soul cage tries to repair any damage caused by such alterations.
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
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.