Lich: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.01 -->
[[Category:CR 16]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 16
  <!-- Value: integer between 1 and 35. -->
  }}</onlyinclude>


[[Image:Lich_4.png|484px|right|xx]]
| Min-CR = 13
== Lich (Tank Role; CR 16) ==
| Max-CR = 40
Liches are one of the principle undead corrupters, often placing themselves in positions of political power in the communities of the living.  Liches are the ultimate expression of necromantic art, turned towards the purpose of establishing an immortal vessel for the lich to continue its search for MORE.  Each lich is a unique individual, retaining the personality, goals, ambitions and flaws of its once-living soul. However, over the centuries of living in a husk of their physical form, without the pleasures of the flesh or the respite of sleep, most liches become quite insane.  These liches remain ambitious, and seek to grow their own power and make themselves even more immune to the erosions of time and emotion, and often become quite twisted indeed.
 
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | Lich
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Lich_4.png
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>
 
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Tank
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
  }}</onlyinclude>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | '''''This monster frequently has the Tank role, but may be set to different roles if desired.'''''
Liches are one of the principle undead corrupters, often placing themselves in positions of political power in the communities of the living.  Liches are the ultimate expression of necromantic art, turned towards the purpose of establishing an immortal vessel for the lich to continue its search for MORE.  Each lich is a unique individual, retaining the personality, goals, ambitions and flaws of its once-living soul. However, over the centuries of existing in the husk of their physical form, without the pleasures of the flesh or the respite of sleep, most liches become quite insane.  These liches remain ambitious, and seek to grow their own power and make themselves even more immune to the erosions of time and emotion, and often become quite twisted indeed.


Liches look very similar to skeletons, but often drape themselves in finery and surround themselves in a lavish mockery of luxury.  Since they have no need for food, sleep or even air, they will often create palaces which lack bathrooms, kitchens and bedrooms.  Instead, these keeps feature prominent throne rooms, magnificent libraries, laboratories filled with bizarre experiments, and torture chambers designed to explore the limits of pain and despair.  Liches will often employ living servants or slaves to help them maintain these grandiose furnishings, and as convenient fodder for their random outbursts of sadism.
Liches look very similar to skeletons, but often drape themselves in finery and surround themselves in a lavish mockery of luxury.  Since they have no need for food, sleep or even air, they will often create palaces which lack bathrooms, kitchens and bedrooms.  Instead, these keeps feature prominent throne rooms, magnificent libraries, laboratories filled with bizarre experiments, and torture chambers designed to explore the limits of pain and despair.  Liches will often employ living servants or slaves to help them maintain these grandiose furnishings, and as convenient fodder for their random outbursts of sadism.
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Liches will often band together with other liches to achieve greater power and more towering heights of depravity.  These circles are shrouded in secrecy and mistrust, but, since all the members are immortal, betrayals are often limited to subtle plays for primacy and social positioning.
Liches will often band together with other liches to achieve greater power and more towering heights of depravity.  These circles are shrouded in secrecy and mistrust, but, since all the members are immortal, betrayals are often limited to subtle plays for primacy and social positioning.
  }}</onlyinclude>
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Pure Evil
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Undead
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| -2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +4
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 3|4 = 4 |5 = 5 |6 = 6|7 = 7|8 = 8}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
  <!-- SENSES -->
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision = Y
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 120 |3 = 150 |4 = 200 |5 = 250 |6 = 300 |7 = 500 |8 = 700}}
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 60 |3 = 60 |4 = 80 |5 = 100 |6 = 120 |7 = 150 |8 = 300}}
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = +5 |3 = +5 |4 = +5 |5 = +6 |6 = +7 |7 = +8 |8 = +8}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = +1 |3 = +2 |4 = +2 |5 = +3 |6 = +3 |7 = +4 |8 = +4}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Nudge-Maneuver-Defense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = +1 |3 = +2 |4 = +2 |5 = +3 |6 = +3 |7 = +4 |8 = +4}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
<!--  SAVING THROWS  -->
| Fort = S
| Refl =
| Will = S
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| SpecialDefenses =  DR {{CR}}/{{DR|Common}}
* ER {{CR}}/{{ER|Common}}
  <!-- Put any DR or ER values here -->
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 30 |3 = 30 |4 = 40 |5 = 40 |6 = 50 |7 = 50 |8 = 50}}
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 30 |3 = 30 |4 = 40 |5 = 40 |6 = 50 |7 = 50 |8 = 50}}
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 =  |4 = 80 |5 = 100 |6 = 150 |7 = 250 |8 = 350}}
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text = SPECIAL: See 'Walk in Darkness' power, below
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
| NudgeReach = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = |4 = |5 = 1 |6 = 1 |7 = 2 |8 = 2}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
<!--  GENERAL ATTACK INFORMATION  -->
| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Rotted Rapier
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
| Pri-Atk-Dmg-Type = slashing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
| PriAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
| NudgePriToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = |4 = |5 = 1 |6 = 1 |7 = 2 |8 = 2}}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = |4 = |5 = 1 |6 = 1 |7 = 2 |8 = 2}}
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


=== GENERAL ===
'''CR''' 16  '''Hit Dice''' 24


'''XP''' 153,600 (Tank role included)


NE Medium Undead (Humanoid)
<!--  SECONDARY ATTACK INFORMATION  -->


'''Init''' +7; '''Senses''' [[Standard Darkvision]] 60 ft., Perception +24
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| Sec-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


=== DEFENSE ===
| SecAtkNotes =  
'''AC''' 39, '''touch''' 23, '''flat-footed''' 33 (+10 armor, +6 dex, +6 natural, +7 deflection)
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


'''hp''' 748 (Tank role included)
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->


'''Fort''' +15, '''Ref''' +15, '''Will''' +19
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


'''Aura:''' -
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


'''SR:''' -
| Sec-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


'''Special Defenses:''' Undying Malice (see below), Immortality (see below)
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


'''Immunities:'''
| NudgeSecToHit =
:* Tanks are immune to all conditions (all status conditions, and any other non-damage effect which reduces their capacity on the battlefield)
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
:* disease, poison, ability damage, ability drain, energy drain
:* death effects, necromancy effects, sleep effects
:* nonlethal damage
:* paralysis, stunning, fatigue, exhaustion
:* any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)


'''Weaknesses:''' Cannot heal damage on its own (if it has no Int), but healed by negative energy.
| NudgeSecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




=== OFFENSE ===
'''Speed''' 30 ft.


'''Space / Reach:''' 5 ft. / 5 ft.
<!-- TERTIARY ATTACK INFORMATION  -->


'''Single Melee''' Rapier +26 (3d8+10/19-20x2) plus Lifetap
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


'''Full Melee''' 3x Rapier +26 (3d8+10/19-20x2) plus Lifetap
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


'''Ranged''' None, but see Ice Strike
| TerAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


'''Special Attacks''' Lifetap, Ice Strike, Sadistic Command
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->


'''Action Points''' 0 (tank roles do not get action points)
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


=== STATISTICS ===
| Ter-Atk-Is-Touch =  
'''Str''' 17, '''Dex''' 15, '''Con''' 31, '''Int''' 24, '''Wis''' 21, '''Cha''' 25
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


'''Base Atk''' +16; '''CMB''' +26; '''CMD''' 34
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


'''Feats''' Combat Casting (EFFECT: +4 to concentration checks to cast while threatened)
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Skills''' All knowledge skills +27, Bluff +25, Diplomacy +25, Sense Motive +25
| NudgeTerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


'''Languages''' Common, Necril, Stilth, Fuligin, Erebral, Thanic, OM




<!--  QUATERNARY ATTACK INFORMATION  -->


=== SPECIAL ABILITIES ===
| QuaAtkName =  
; Lifetap
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
Any damage that the lich inflicts on an enemy heals the lich for the same amount.  This includes damage from spells.  Area of effect spells only heal the lich an amount equal to the highest amount of damage taken by an affected enemy (not the sum of all damage inflicted). Damage mitigation abilities, such as DR and ER also reduce the amount of healing the lich receives. It is only the pain and misery of others that causes the lich to heal, so mitigated damage does nothing.


| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


; Ice Strike
| QuaAtkNotes =
:* Concentration (Primary Caster): d20 + 28 with a DC of 31 (3 needed on the die; includes Combat Casting feat)
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
As a move action, a lich can cast an Ice Strike, affecting a 20-foot radius (8 squares x 8 squares) within 200 feet of the lich. Creatures inside the area of effect must make a Reflex save, DC 24, or take 8d6+1 points of cold damage, and gain the [[Torpid]] condition for 2 rounds. Creatures who succeed on the saving throw take only half damage and are not made [[Torpid]].


| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->


; Sadistic Command
| Override-Qua-Atk--Std-Atk-Qty =
Any time a creature within 50 feet makes an attack which does not include the lich, the lich may, as a free action, issue a Sadistic Command to that creature. The creature must make a Will save, DC 24, or make a melee attack against an ally in their reach.  If there is no ally within their reach, they attack themselves instead.  This attack is resolved against the ally's flat-footed AC, since it is unexpected.  The attack deals normal damage and does not include any precision damage the creature might normally be able to inflict.  A lich may only issue a Sadistic Command up to once per qualifying creature per round.  Damage caused by a Sadistic Command heals the lich due to its Lifetap ability.
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


; Undying Malice
| Qua-Atk-Is-Touch =
The first time a lich is reduced to 0 or fewer hit points, it collapses to the ground in a heap of dry bones and luxurious fabrics.  It can take no further damage from additional attacks or effects until the start of its next turn.  At the start of its next turn, the lich rises again, restored to half its maximum health (374 hit points) and any status effects, ongoing effects or other negative effects are immediately ended (tanks are generally immune to all of these things, but it is listed here for completeness).  In addition, the lich reconstitutes in a standing position without the need to stand up from prone, and any creatures within 30 feet of the lich when it reconstitutes must make a Fort save, DC 24, or suffer 4d6+1 points of negative energy damage.  Any undead in this area of effect are healed by this amount.  If this effect harms any creatures, the lich is healed by the same amount due to its Lifetap ability.  Creatures which make their saving throw take only half damage from this effect.
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


=== TREASURE ===
| NudgeQuaToHit =  
sell value of approximately 23,750 gp
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


=== COMBAT TACTICS ===
If forced to engage in combat, a lich is a versatile and dangerous foe.  He will fight intelligently, seeking out the most vulnerable or most easily slain foes to target first.  He will avoid tanks and also seek positions to make flanks difficult.  He will make liberal use of Sadistic Command any time a foe dares to ignore him in combat, healing himself each time the Command causes damage.


If no foes are within easy reach, it will use Icy Strike up to twice per round (a move action each time).  In melee, it will use its rapier, demonstrating a remarkable grace and ease with the blade. 


Tanks are immune to pretty much anything that isn't damage, and liches also heal themselves with any damage they deal, making them fairly durable foes.  
<!-- RANGED ATTACK INFORMATION  -->


Liches have no fear of defeat in combat, assuming they believe their phylactory to be intact. They will not make brash or suicidal decisions, however, as being out of commission for a week is often detrimental to their plans.  If they have any doubts about the safety of their phylactory, they will fight very cautiously, and often seek to escape at the first safe opportunity.  Liches are obsessed with immortality, so they will not throw away their existence, terrible as it is, if there is any danger it is a permanent death.
| RangedAtkName =
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


=== OUT OF COMBAT ===
| HasRangedFullAttack =  
; Immortality (Su)
  <!-- Values: Y (for yes), or leave blank (for no) -->
Liches cannot be killed by normal means.  In point of fact, a lich cannot be slain unless its phylactory is destroyed and the lich is also destroyed. Neither a resurrection spell, nor even a Wish spell can slay a lich.  If a lich's body is destroyed through violence, the lich will remain dormant for 1d6+4 days, after which it will reanimate and be fully restored to its body.  Even if the lich's body is completely disintegrated, it can reincorporate after this period of time, as long as its phylactory remains intact.  A lich's body will never decay (further than it already has) nor age due to time or neglect. 


| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


; Spellcasting (Sp)
| RangedAtkNumberOfIncrements = 
All liches are powerful spellcasters, since the ritual to become a lich is arcane in nature, and requires absolute control and skill in the magical arts to perform.  As such, when outside of combat, liches are assumed to have access to most arcane spells, with a caster level equal to their CR.
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


; Centuries of Self-Improvement (Ex)
| RangedAtkNotes = 
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Ranged-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = 1 |4 = 1 |5 = 1 |6 = 1 |7 = 2 |8 = 2}}
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 17
| Dex = 15
| Con = 31
| Int = 24
| Wis = 21
| Cha = 25
 
 
<!--  FEATS  -->
 
| Feat1 =  Combat Casting
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Knowledge (Arcana)
| Skill2 = Bluff
| Skill3 = Diplomacy
| Skill4 = Sense Motive
 
| NudgeSkill1 = +2
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes = May use Knowledge (Arcana) in place of any Knowledge skill.
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Common, Necril, Stilth, Fuligin, Erebral, Thanic, OM
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Aura of Horror
 
| Ability-1-Type = Su, Aura
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Being near a Lich in battle causes all enemies to suffer horrific visions and icy-cold shooting pains as they see the true emptiness that awaits them in the grave. Once per round, when a Lich makes any attack action during its turn, including triggering special abilities, all enemy creatures {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =adjacent to |1 =adjacent to |2 =adjacent to |3 = within 20 feet of|4 = within 20 feet of|5 = within 30 feet of|6 = within thirty feet of|7 = within 40 feet of|8 = within 50 feet of}} its space suffer {{Special-Swift-Dmg}} points of {{Dmg|Necrotic}} damage and suffer from the [[Trembling]] condition.  All affected creatures are allowed a Fort save against a DC of {{Save-DC}} to reduce the damage by half and lower the Trembling condition to [[Nervous]].
 
Note that the effects of Aura of Horror stack: If a creature has the Nervous condition and is affected by the Aura of Horror again, the Nervous condition is escalated to the [[Cowering]] condition.  A successful save will then reduce it back to the Trembling condition. After several rounds of combat, a Lich's presence will reduce almost anyone into a Cowering status.  Anyone outside of the aura for a full round may make a free Fort save against a DC of {{Save-DC}} at the end of their turn to attempt to end the condition (any of Nervous, Trembling, or Cowering).
 
This is a fear effect.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Walk In Darkness
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Action-Required = Free Action, Replaces 5-Foot Step
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Any time the Lich elects to make a [[5-foot step]], it may use ''Walk in Darkness'' instead, which is a {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = fifteen-foot teleport|3 = fifteen-foot teleport|4 = fifteen-foot teleport |5 = twenty-foot teleport |6 = thirty-foot teleport |7 = forty-foot teleport |8 = fifty-foot teleport}}.  This does not provoke, and acts in all other ways as a five-foot step.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Sadistic Command
 
| Ability-3-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Action-Required = Swift Action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Up to {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = once |1 = once |2 = once |3 = once |4 = once |5 = twice |6 = twice |7 = three times |8 = four times}} per round as a [[free action]],the Lich can cast ''Sadistic Command'' on an enemy creature within {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 50 |3 = 50 |4 = 70 |5 = 70 |6 = 100 |7 = 100 |8 = 150}} feet that it can perceive, causing that creature to make an immediate attack against a different creature within the target's reach.  This attack is resolved as one of the Lich's own Rotted Rapier melee attacks, but it originates from the space of the target creature instead of the Lich's space. 
 
* '''''Rotted Rapier''''' {{To-Hit}} ({{Primary-Dmg}} / 19-20x2)
:: as {{dmg|Slashing}}
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Ice Strike
 
| Ability-4-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Action-Required = Move Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-4-Concentration = S
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = As a [[move action]], a lich can cast an Ice Strike, affecting an
{{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 8x8x8 square |1 =8x8x8 square |2 = 8x8x8 square |3 = 8x8x8 square  |4 = 9x9x9 square |5 = 9x9x9 square |6 = 9x9x9 square |7 = 10x10x10 square |8 = 12x12x12 square}} area within {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 200 |3 = 200 |4 = 200 |5 = 300 |6 = 400 |7 = 600 |8 = 1000}} feet of the lich.  Creatures inside the area of effect must make a Reflex save, DC {{Save-DC}}, or take {{Special-Standard-Dmg}} points of {{dmg|cold}} damage, and gain the [[Torpid]] condition until the start of the lich's next turn.  Creatures who succeed on the saving throw take only half damage and are not made [[Torpid]].
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name = Screaming Flames
 
| Ability-5-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-5-Concentration = W
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description = As a [[standard action]], a lich can cast their terrible ''Screaming Flames'' attack.  Choose up to five enemy creatures within {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 50 |1 = 50 |2 = 50 |3 = 50 |4 = 80 |5 = 150 |6 = 200 |7 = 500 |8 = 1500}} feet, no two of which may be more than {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 30 |3 = 30 |4 = 40 |5 = 40 |6 = 50 |7 = 60 |8 = 100}} feet apart.  Each victim has horrible bloody-black fire erupt in their bodies, that tears free from their throats.  These flames inflict {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Special-Standard-Dmg}} |1 = {{Special-Standard-Dmg}} |2 = {{Special-Standard-Dmg}} |3 = {{Special-Standard-Dmg}} |4 = {{Special-Standard-Dmg}} |5 = {{Special-Standard-Dmg}} |6 = {{Special-Standard-Dmg}} |7 = {{Special-Alpha-Dmg}} |8 = {{Special-Alpha-Dmg}}}} points of {{dmg|eldritch}} damage to each victim. Victims are allowed a FORT save against a DC of {{Save-DC}} to reduce the damage by half.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
 
| Role-Only--Replace-Rez-Power--Name = Undying Malice
 
| Role-Only--Replace-Rez-Power--Type = Su
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Rez-Power--Description = The first time a lich is reduced to 0 or fewer hit points, it collapses to the ground in a heap of dry bones and luxurious fabrics.  It can take no further damage from additional attacks nor suffer any effects until the start of its next turn.  At the start of its next turn, the lich rises again, restored to half its maximum health ({{Bloodied-Hit-Points}} hit points) and any status effects, ongoing effects, or other negative effects are immediately ended (tanks are generally immune to all of these things, but it is listed here for completeness).  In addition, the lich reconstitutes in a standing position without the need to stand up from prone, and any creatures within 30 feet of the lich when it reconstitutes must make a Fort save, DC {{Save-DC}}, or suffer {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Special-Standard-Dmg}} |1 = {{Special-Standard-Dmg}} |2 = {{Special-Standard-Dmg}} |3 = {{Special-Standard-Dmg}} |4 = {{Special-Standard-Dmg}} |5 = {{Special-Standard-Dmg}} |6 = {{Special-Alpha-Dmg}} |7 = {{Special-Alpha-Dmg}} |8 = {{Special-Alpha-Dmg}}}}} points of {{dmg|Negative}} damage.  Any undead in this area of effect are healed by this amount. Creatures that make their saving throw take only half damage from this effect.
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
 
| Role-Only--Add-Killer-Power--Name =
 
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Killer-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
 
| Role-Only--Replace-Leader-Power--Name =
 
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Leader-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
 
| Role-Only--Replace-Legend-Power--Name =
 
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Legend-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
 
| Role-Only--Replace-Minion-Power--Name =
 
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Minion-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
 
| Role-Only--Replace-Shooter-Power--Name =
 
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Shooter-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
 
| Role-Only--Add-Skirmisher-Power--Name =
 
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Skirmisher-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
 
| Role-Only--Replace-Sneak-Power--Name =
 
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Sneak-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
 
| Role-Only--Replace-Swarm-Power--Name =
 
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
 
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Swarm-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  COMBAT TACTICS  -->
 
| CombatTactics = If forced to engage in combat, a lich is a versatile and dangerous foe.  It will fight intelligently, seeking out the most vulnerable or most easily slain foes to target first.  It will avoid durable characters and also seek positions to make flanks difficult.  It will make liberal use of Sadistic Command any time a foe dares to ignore it in combat. Its Walk in Darkness ability makes it nearly impossible to pin down or corner, its Flight allows it to attack from unexpected angles, and its Aura of Horror ability makes it very difficult to put down as the players must deal with the fear most rounds.
 
If no foes are within easy reach, it will use Icy Strike up to twice per round (a move action each time), or Screaming Flames followed up by an Icy Strike.  If foes are nearby but spread out, it will move out of threatening squares and use Screaming Flames instead.  In melee, it will use its rapier, demonstrating a remarkable grace and ease with the blade, triggering the Aura against all who dare to melee it. 
 
With their usual Tank Role, liches are immune to pretty much anything that isn't damage, making them fairly durable foes.  Even worse, their Aura of Horror means that only the most durable and doughty of foes can engage them in melee for any length of time.  Liches who are confident their phylacteries are safe will press into melee aggressively, getting good use out of their rapiers and Aura.
 
Liches have no fear of defeat in combat, assuming they believe their phylactery to be intact.  They will not make brash or suicidal decisions, however, as being out of commission for a week is often detrimental to their plans.  If they have any doubts about the safety of their phylactery, they will fight very cautiously, ordering allies and vassals to cover them, and will seek to escape at the first safe opportunity.  Liches are obsessed with their wretched immortality, so they will not throw away their existence, terrible as it is, if there is any danger it is a permanent death.
 
 
 
<!--  OUT OF COMBAT    -->
 
| OutOfCombat = {{UndeadImmortality
 
| Time = Week
  <!-- Values: Millennia, Century, Decade, Year, Moon, Week, Day -->
 
| Condition = Phylactery
  <!-- Values: Standard, Phylactery, Cult, Momento -->
 
}}
<p></p>
'''Spellcasting'''<br>
All liches are powerful spellcasters, since the ritual to become a lich is arcane in nature, and requires absolute control and skill in the magical arts to perform.  As such, when outside of combat, liches are assumed to have access to most arcane spells, with a caster level equal to their CR.  Note that this does NOT mean a lich will begin any combat with a stack of buffs!  In combat, they only have access to the powers described above, which should be more than enough.
<p></p>
'''Centuries of Self-Improvement'''<br>
Liches are often quite old, and spend the majority of their time making themselves even more powerful and terrible.  As a result, outside of combat, a lich is assumed to be skilled at nearly any skill it might require.  Liches are also nearly always wealthy, or have easy access to wealth.  They are also likely to have useful contacts, friends and people who owe them favors or debts.
Liches are often quite old, and spend the majority of their time making themselves even more powerful and terrible.  As a result, outside of combat, a lich is assumed to be skilled at nearly any skill it might require.  Liches are also nearly always wealthy, or have easy access to wealth.  They are also likely to have useful contacts, friends and people who owe them favors or debts.




; Phylactory (Su)
 
A lich's phylactory is an object chosen by the lich to house some portion of its soul, as well as a powerful necromantic charm which uses that vestige of their soul to reconstitute the lich any time its body is destroyed. A phylactory must be of fine craftsmanship, but can be nearly any object.  A phylactory will radiate a weak necromantic aura if seen with Detect Magic or some similar means of discerning magical auras.
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Latest revision as of 19:59, 29 July 2023

Lich (TankCR 16)

Pure Evil - Medium - Undead
Lore: Know (Religion)
30 51
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
42 +32
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
41
Man Def
Shield Icon 3.png
41
Monster Health
950 475 31
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +18
Refl: +13
Will: +18

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+24
Sword Icon 3.png
Man Off
+28
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Rotted Rapier +24 (3d8+18/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Rotted Rapier +24 (3d8+18/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

17
STR
15
DEX
31
CON
24
INT
21
WIS
25
CHA

Skills:

Languages: Common, Necril, Stilth, Fuligin, Erebral, Thanic, OM

Feats:

  • Combat Casting (EFFECT: +2 scaling feat bonus on Bailiwick skill check to cast a spell defensively or while grappled.)

Special Abilities

Aura of Horror (Su, Aura) Always On

Being near a Lich in battle causes all enemies to suffer horrific visions and icy-cold shooting pains as they see the true emptiness that awaits them in the grave. Once per round, when a Lich makes any attack action during its turn, including triggering special abilities, all enemy creatures within 20 feet of its space suffer 4d6+8 points of Necrotic (energy, uncommon) damage and suffer from the Trembling condition. All affected creatures are allowed a Fort save against a DC of 27 to reduce the damage by half and lower the Trembling condition to Nervous.

Note that the effects of Aura of Horror stack: If a creature has the Nervous condition and is affected by the Aura of Horror again, the Nervous condition is escalated to the Cowering condition. A successful save will then reduce it back to the Trembling condition. After several rounds of combat, a Lich's presence will reduce almost anyone into a Cowering status. Anyone outside of the aura for a full round may make a free Fort save against a DC of 27 at the end of their turn to attempt to end the condition (any of Nervous, Trembling, or Cowering).

This is a fear effect.

Walk In Darkness (Su) Free Action, Replaces 5-Foot Step

Any time the Lich elects to make a 5-foot step, it may use Walk in Darkness instead, which is a fifteen-foot teleport. This does not provoke, and acts in all other ways as a five-foot step.

Sadistic Command (Sp) Swift Action 1/Rnd

Up to once per round as a free action,the Lich can cast Sadistic Command on an enemy creature within 50 feet that it can perceive, causing that creature to make an immediate attack against a different creature within the target's reach. This attack is resolved as one of the Lich's own Rotted Rapier melee attacks, but it originates from the space of the target creature instead of the Lich's space.

  • Rotted Rapier +24 (3d8+18 / 19-20x2)
as Slashing (physical, common)

Ice Strike (Sp) Move Action
  • Concentration: 1d20 + 28 vs. a DC of 31 (3 needed on the die)

As a move action, a lich can cast an Ice Strike, affecting an 8x8x8 square area within 200 feet of the lich. Creatures inside the area of effect must make a Reflex save, DC 27, or take 3d8+18 points of cold (energy, common) damage, and gain the Torpid condition until the start of the lich's next turn. Creatures who succeed on the saving throw take only half damage and are not made Torpid.

Screaming Flames (Sp) Standard Action
  • Concentration: 1d20 + 23 vs. a DC of 31 (8 needed on the die)

As a standard action, a lich can cast their terrible Screaming Flames attack. Choose up to five enemy creatures within 50 feet, no two of which may be more than 30 feet apart. Each victim has horrible bloody-black fire erupt in their bodies, that tears free from their throats. These flames inflict 3d8+18 points of eldritch (energy, rare) damage to each victim. Victims are allowed a FORT save against a DC of 27 to reduce the damage by half.

Undying Malice (Su; Tank Role) Auto Upon Death

The first time a lich is reduced to 0 or fewer hit points, it collapses to the ground in a heap of dry bones and luxurious fabrics. It can take no further damage from additional attacks nor suffer any effects until the start of its next turn. At the start of its next turn, the lich rises again, restored to half its maximum health (475 hit points) and any status effects, ongoing effects, or other negative effects are immediately ended (tanks are generally immune to all of these things, but it is listed here for completeness). In addition, the lich reconstitutes in a standing position without the need to stand up from prone, and any creatures within 30 feet of the lich when it reconstitutes must make a Fort save, DC 27, or suffer 3d8+18} points of Negative (energy, uncommon) damage. Any undead in this area of effect are healed by this amount. Creatures that make their saving throw take only half damage from this effect.

Dangerous to Ignore (Ex; Tank Role) Immediate Action
Once per round, when a creature within 15 feet of the Tank performs an attack against anyone who isn't the Tank, or fails to include the Tank in the attack, the Tank may, as an Immediate Action, Slide up to two squares (10 feet) and perform a bonus attack against that creature. This bonus attack is resolved before the target creature resolves their own attack. If the creature is still alive after the Tank finishes, the target can resolve their attack as normal.

Invigorating Bloodthirst (Ex; Tank Role) Auto At Start of Encounter
At the start of any encounter, even during an encounter with a surprise round, Tanks gain a number of temporary hit points equal to their Bloodied Hit Points value (475 hit points). This ability can never be used more than once per encounter.

Agitation (Ex; Tank Role) Free Action 1/Rnd
Up to once per round as a free action, the Tank can target a creature within 40 feet to which they have both line of sight and line of effect, and Pull that creature up to 5 squares closer to the Tank. Each square of this forced movement must bring the creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature may fall voluntarily prone in order to halt the movement at any point, if they wish.

In addition, if the target is an enemy creature, it gains the Vexed condition until the start of the Tank's next turn. If the target creature is an ally of the Tank, using Agitation on them removes any status condition they are currently affected by, and doing so does not cause a synergy to trigger.

Lich

Lich

This creature possesses the Tank role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Tank role, but may be set to different roles if desired.

Liches are one of the principle undead corrupters, often placing themselves in positions of political power in the communities of the living. Liches are the ultimate expression of necromantic art, turned towards the purpose of establishing an immortal vessel for the lich to continue its search for MORE. Each lich is a unique individual, retaining the personality, goals, ambitions and flaws of its once-living soul. However, over the centuries of existing in the husk of their physical form, without the pleasures of the flesh or the respite of sleep, most liches become quite insane. These liches remain ambitious, and seek to grow their own power and make themselves even more immune to the erosions of time and emotion, and often become quite twisted indeed.

Liches look very similar to skeletons, but often drape themselves in finery and surround themselves in a lavish mockery of luxury. Since they have no need for food, sleep or even air, they will often create palaces which lack bathrooms, kitchens and bedrooms. Instead, these keeps feature prominent throne rooms, magnificent libraries, laboratories filled with bizarre experiments, and torture chambers designed to explore the limits of pain and despair. Liches will often employ living servants or slaves to help them maintain these grandiose furnishings, and as convenient fodder for their random outbursts of sadism.

A lich can employ magic to pass for a living humanoid, when it desires to do so, and frequently, liches work within a society as a member of the government or some other position of leadership and power. They are also highly capable at magical manipulation and control, making the jump to positions of secular power fairly easy for them. Once in place, they take pleasure in leading the living into a sense of oppressed fear and abject misery, usually through cruel and incremental indignities, invasive legislation, harsh taxes, and overreaching (and highly corrupt) law enforcement. To someone who knows what to look for, a society being led by a lich is fairly easy to spot.

Liches will rarely engage in fights directly, preferring to send trusted lieutenants to handle such distractions. However, this does not mean they are not fearsome combatants if they choose to take a hand in things directly. Liches are uniformly powerful spell casters, and are often gifted melee fighters as well, having spent centuries perfecting their own prowess.

Liches will often band together with other liches to achieve greater power and more towering heights of depravity. These circles are shrouded in secrecy and mistrust, but, since all the members are immortal, betrayals are often limited to subtle plays for primacy and social positioning.

Combat Tactics

If forced to engage in combat, a lich is a versatile and dangerous foe. It will fight intelligently, seeking out the most vulnerable or most easily slain foes to target first. It will avoid durable characters and also seek positions to make flanks difficult. It will make liberal use of Sadistic Command any time a foe dares to ignore it in combat. Its Walk in Darkness ability makes it nearly impossible to pin down or corner, its Flight allows it to attack from unexpected angles, and its Aura of Horror ability makes it very difficult to put down as the players must deal with the fear most rounds.

If no foes are within easy reach, it will use Icy Strike up to twice per round (a move action each time), or Screaming Flames followed up by an Icy Strike. If foes are nearby but spread out, it will move out of threatening squares and use Screaming Flames instead. In melee, it will use its rapier, demonstrating a remarkable grace and ease with the blade, triggering the Aura against all who dare to melee it.

With their usual Tank Role, liches are immune to pretty much anything that isn't damage, making them fairly durable foes. Even worse, their Aura of Horror means that only the most durable and doughty of foes can engage them in melee for any length of time. Liches who are confident their phylacteries are safe will press into melee aggressively, getting good use out of their rapiers and Aura.

Liches have no fear of defeat in combat, assuming they believe their phylactery to be intact. They will not make brash or suicidal decisions, however, as being out of commission for a week is often detrimental to their plans. If they have any doubts about the safety of their phylactery, they will fight very cautiously, ordering allies and vassals to cover them, and will seek to escape at the first safe opportunity. Liches are obsessed with their wretched immortality, so they will not throw away their existence, terrible as it is, if there is any danger it is a permanent death.

Out of Combat

Immortality
Many undead creatures, such as this one, cannot be killed by normal means. It will lie shattered and dormant for a few days, possibly a week, before rising again to seek to rid the world of life. This creature can only be truly slain if its phylactory is destroyed at the same time the creature's body lies defeated. Neither a Resurrection (Cleric Spell), nor even a Wish (Sorcerer/Wizard Spell) can slay such a creature. Even if the creature's body is completely disintegrated, it can reincorporate after this period of time, as long as its phylactory remains intact. This creature's body will never decay (further than it already has) nor age due to time or neglect.

A phylactory is an object chosen by the creature to house some portion of its soul, as well as a powerful necromantic charm which uses that vestige of their soul to reconstitute the creature any time its body is destroyed. A phylactory must be of fine craftsmanship, but can be nearly any object. A phylactory will radiate a weak necromantic aura if seen with Detect Magic (Sorcerer/Wizard Spell) or some similar means of discerning magical auras.

Spellcasting
All liches are powerful spellcasters, since the ritual to become a lich is arcane in nature, and requires absolute control and skill in the magical arts to perform. As such, when outside of combat, liches are assumed to have access to most arcane spells, with a caster level equal to their CR. Note that this does NOT mean a lich will begin any combat with a stack of buffs! In combat, they only have access to the powers described above, which should be more than enough.

Centuries of Self-Improvement
Liches are often quite old, and spend the majority of their time making themselves even more powerful and terrible. As a result, outside of combat, a lich is assumed to be skilled at nearly any skill it might require. Liches are also nearly always wealthy, or have easy access to wealth. They are also likely to have useful contacts, friends and people who owe them favors or debts.

Rewards

XP: 153,600 (Tank role included.)

Treasure: Sellable Goods worth 86,250 gp.

Weight: 320 lbs.     Volume: 12.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)