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Demilich

Creature 15 (rare) — undead, unholy

Pre-Remaster content. May include legacy alignment.

WeaverSniperAERIALLANDundead

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; darkvision
Languages aklo, chthonian, common, diabolic, draconic, elven, necril, sakvroth
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
Items Demilich Eye Gem (2)
AC 38 Fort +23 Ref +27 Will +23 +1 status to all saves vs. vitality
HP 220 (void healing)
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 (finesse, magical, reach-0, unarmed) +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 — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. 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 SoulFrequency 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.
Arcane Innate Spells DC 40, attack +30
9th Wail of the Banshee
7th Spell Turning (At Will)
6th True Seeing (Constant)
4th Blink (At Will), Dimension Door (At Will)
2nd Telekinetic Maneuver (At Will)
Cantrips (9th) Mage Hand, Telekinetic Projectile
Arcane Innate Spells DC 40, attack +30
8th Polar Ray, Quandary

WORKS WELL WITH

AnvilAERIAL / LANDA durable ally intercepts rush-down threats while the demilich sequences control spells from safety.
ShadeAERIAL / LANDA stealth-capable partner triggers the demilich's contingency while it unloads high-rank spells from torpor.

PUNISHES

✖ low Will✖ melee reliance✖ standing still
fragile backline stack with no screen invites rush-down
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary.

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