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Teyam IshtoriCreature 19


Unique​NE​Tiny​Undead​
Source Pathfinder #149: Against the Scarlet Triad
Perception +25 (darkvision, true seeing)
Languages Abyssal, Daemonic, Draconic, Elven, Infernal, Necril, Ancient Osiriani
Skills Acrobatics +31, Arcana +38, Deception +33, Occultism +35, Religion +31, Stealth +33
Str -3, Dex +6, Con +0, Int +8, Wis -2, Cha +6

AC 44; Fort +29; Reflex +32; Will +35; +1 status to all saves vs. positive
HP 300
Speed 0 feet (fly 30 feet)
Immunities disease, paralyzed, polymorph, poison, unconscious
Resistances Cold 10, Electricity 10, Fire 10, Physical 10

Jaws One Action +36 (+31, +26) to hit (finesse, magical, reach 0) 1d4+3 Piercing + 8d6 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.

Torpor

Typically, a demilich is inert when encountered and doesn't take actions until its Contingency reaction has been triggered.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+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.

Contingency Reaction

Teyam has one permanent 8th-level Contingency spell in effect with one of its arcane innate spells of 5th level or lower as the companion spell- typically Dimension Door.

Trigger While Teyam is in torpor, a creature disturbs Teyam's remains, touches her treasure, or casts a spell that would affect Teyam.


Effect Teyam ends torpor, rolls initiative, and gains the effect of her contingency's companion spell. The contingency resets after 24 hours.

Countermeasures Free Action

Trigger Teyam's turn begins.


Effect Teyam casts Blink, Fly, Spell Turning, or True Seeing on itself. It usually chooses spell turning unless it already has that spell in effect.

Telekinetic Whirlwind (arcane, aura, evocation)

20 feet Aura


Telekinetic whirlwind activates when Teyam ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except Teyam) to treat all creatures as concealed. Any creature other than Teyam that enters or begins its turn in the aura takes 2d12 bludgeoning damage.

Demilich Eye Gems (arcane)

A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-level spell that targets one creature (usually one eye has Maze and the other Polar Ray). The demilich can Activate an eye. This uses the number of spellcasting actions the spell requires, and also requires command and envision components.

When the demilich casts a spell from a gemstone eye, that eye stops glowing for 1d4 rounds, during which time that eye's spell can't be used. Occasionally, one or both of the two Demilich Eye Gems can be harvested from a destroyed demilich as magic items.

Devour Soul One Action (arcane, necromancy, negative)

Requirements A soul has been trapped in one of Teyam's blight quartz gems for 24 hours.


Effect Teyam consumes the soul. The soul is utterly destroyed, and Teyam regains HP equal to double the creature's level.

Mental Magic

Teyam can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components.

Staff Gems

Teyam long ago absorbed the spells from a staff into gemstone nodules embedded in her skull, with larger nodules representing higher-level spells. She can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 10 charges. Teyam has the spells from a Staff of Power

Trap Soul One Action

Frequency once per day per gem


Effect Ten blight quartz gemstones on Teyam's skull can trap the souls of the living. The Activated gem casts Bind Soul. This bind soul can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 43 fortitude save; if it succeeds, it doesn't die and its soul is not trapped but it's Drained 2 (or is unaffected entirely on a critical success). When the soul of a creature gets trapped, the creature's body swiftly turns to dust.

The gemstones work like the black sapphires used in bind soul, except that they can hold creatures of up to 17th level and have a value of 200 gp apiece. Teyam can Devour a Soul it has trapped.


Arcane Innate Spells (DC 43, +37 to hit)

Cantrips (10th Level): Mage Hand, Telekinetic Projectile
4th Level: Blink (At Will), Dimension Door (At Will), Telekinetic Maneuver (At Will)
6th Level: True Seeing (Constant)
7th Level: Spell Turning (At Will)
10th Level: Wail of the Banshee


Demiliches are formed when a lich, through carelessness or by accident, loses its phylactery. As years pass, the lich's body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Negative energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich.

Despite its near-constant state of inactivity, a demilich grows restless from time to time, especially when living creatures draw near. Only then does the demilich's hunger for life stir once more, causing it to lash out with terrifying bursts of power in attempts to consume vital energy. Unlike an ordinary lich, should the demilich's skull be destroyed, its bond to the world is permanently severed, although some theorize that even then it is not truly slain. Rather, some think that once the demilich is destroyed, its foul and tormented mind is finally free to wander the planes and find new ways to enact its will. For the short-lived common folk of the Material Plane, this is good enough, though eons later a demilich may reappear in the region it once inhabited with a new—and even more insidious—agenda.


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.