Demilich
Creature 15 (rare) — undead, unholy
Pre-Remaster content. May include legacy alignment.
Demiliches are formed when a lich, through carelessness or by accident, loses its phylactery. As years pass, the lich's body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Void energy concentrates around the skull, causing some of its bones and teeth to pe
Source: pathfinder-bestiary (Pre-Remaster)
Perception +19
Skills acrobatics +25, arcana +32, deception +26, occultism +30, religion +21, stealth +25
Str
-3
Dex
+4
Con
+0
Int
+7
Wis
-2
Cha
+5
AC 38
Fort +23
Ref +27
Will +23
HP 220
Immunities bleed, disease, paralyzed, poison, polymorph, unconscious
Resistances cold 5, electricity 5, fire 5, physical (except bludgeoning) 5
Speed 0 feet, fly 30 feet
Offense
Melee Jaws +27, Damage 1d4-3 piercing plus 6d6 void
Abilities
Torpor — Typically, a demilich is inert when encountered and doesn't take actions until its Contingency reaction has been triggered.
Constant Spells — Constant Spells
+1 Status to All Saves vs. Vitality —
Contingency — A demilich has one permanent 8th-rank Contingency spell in effect with one of its arcane innate spells of 5th level or lower as the companion spell-typically Translocate.
Trigger While the lich is in torpor, a creature disturbs the demilich's remains, touches its treasure, or casts a spell that would affect the demilich.
Effect The demilich ends torpor, rolls initiative, and gains the effect of its contingency's companion spell. The contingency resets after 24 hours.
Countermeasures —
Telekinetic Whirlwind (arcane, aura) — 20 feet. Telekinetic whirlwind activates when the demilich ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except the demilich) to treat all creatures as Concealed. Any creature other than the demilich that enters or begins its turn in the aura takes 2d12 bludgeoning damage.
Demilich Eye Gems (arcane) — A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-rank spell that targets one creature (usually one eye has Quandary and the other Polar Ray). The demilich can Activate an eye. This uses the number of spellcasting actions the spell requires, and also requires command and envision components. When the demilich casts a spell from a gemstone eye, that eye stops glowing for 1d4 rounds, during which time that eye's spell can't be used. Occasionally, one or both of the two Demilich Eye Gems can be harvested from a destroyed demilich as magic items.
Devour Soul (arcane, void) —
Mental Magic — A demilich can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components.
Staff Gems — A demilich long ago absorbed the spells from a staff into gemstone nodules embedded in its skull, with larger nodules representing higher-rank spells. It can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 8 charges. A typical demilich has the spells from a Greater Staff of the Dead , but it could have spells from another staff of 8th level or lower instead.
Trap Soul — Frequency once per day per gem
Effect Ten blight quartz gemstones on the demilich's skull can trap the souls of the living. The Activated gem casts Seize Soul. This bind soul can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 38 Fortitude save; if it succeeds, it doesn't die and its soul is not trapped but it's Drained 2 (or is unaffected entirely on a critical success). When the soul of a creature gets trapped, the creature's body swiftly turns to dust.
The gemstones work like the black sapphires used in bind soul , except that they can hold creatures of up to 17th level and have a value of 200 gp apiece. The demilich can Devour a Soul it has trapped.
Spells
Wail of the Banshee (rank 9)
Polar Ray (rank 8)
Quandary (rank 8)
Spell Turning (At Will) (rank 7)
True Seeing (Constant) (rank 6)
Blink (At Will) (rank 4)
Dimension Door (At Will) (rank 4)
Telekinetic Maneuver (At Will) (rank 2)
Mage Hand (rank 1)
Telekinetic Projectile (rank 1)
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