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Kelganth

Creature 19 (unique) — undead, unholy

Pre-Remaster content. May include legacy alignment.

WeaverAnvilLANDundeadunholy

A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster. To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a phylactery, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drast

Source: blood-lords-bestiary (Pre-Remaster)

Perception +35; darkvision, lifesense (imprecise) 60 feet
Languages aklo, chthonian, common, diabolic, draconic, jotun, necril, sakvroth
Skills arcana +37, athletics +33, crafting +37, diplomacy +33, intimidation +33, medicine +33, occultism +37, religion +37, stealth +31
Str
+8
Dex
+5
Con
+8
Int
+10
Wis
+8
Cha
+6
Items Staff of Power, Diadem of Intellect
AC 42 Fort +33 Ref +29 Will +35 +1 status to all saves vs. vitality
HP 330 (void healing, rejuvenation)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances cold 15
Speed 30 feet

Offense

Melee Hand (magical) +34, Damage 6d8 void plus Lich Paralyzing Touch
Melee Staff (magical, two-hand-d8) +34, Damage 3d4+16 bludgeoning
Ranged Rock (brutal) +34, range increment 120 feet, Damage 3d8+16 bludgeoning

Abilities

Lifesense (Imprecise) 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
+1 Status to All Saves vs. Vitality
Catch Rock
Counterspell
Frightful Presence (aura, emotion, fear, mental) — 60 feet. DC 43 Will

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.
Rejuvenation (arcane) — When a lich is destroyed, its soul immediately transfers to its Soul Cage . A lich can be permanently destroyed only if its soul cage is found and destroyed.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Drain Soul CageFrequency once per day

Effect Kelganth taps into his Soul Cage's power to cast any arcane spell up to 9th rank, even if the spell being cast is not one of his prepared spells. Kelganth's soul cage doesn't need to be present for him to use this ability.
Font of Death (divine, void) — The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of void energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with void energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this void energy from the corpse in an explosion that deals 11d12 void damage in a 15-foot burst (DC 41 Fortitude); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused.
Paralyzing Doom (arcane, curse, incapacitation) — A creature damaged by Kelganth's hand Strike is Doomed 1 and must succeed at a DC 41 Fortitude save. The creature becomes Paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls Prone, and seems dead. A DC 25 Medicine check reveals that the victim is alive.
Quickened CastingFrequency once per day

Effect If Kelganth's next action is to cast an cantrip or spell that is 8th level or less, reduce the number of actions to cast it by 1 (minimum 1 action).
Steady Spellcasting — If a reaction would disrupt Kelganth's spellcasting action, he attempts a DC 15 Flat. On a success, the action isn't disrupted.
Throw Rock — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Arcane Prepared Spells DC 43, attack +35
10th Time Stop
9th Implosion, Massacre, Power Word Kill
8th Horrid Wilting, Polar Ray, Power Word Stun
7th Eclipse Burst, Project Image
6th Chain Lightning, Disintegrate, True Seeing
5th Cloudkill, Cone of Cold, Sending
4th Dimension Door, Fly, Private Sanctum
3rd Levitate, Lightning Bolt, Vampiric Touch
2nd Blur, Dispel Magic, Gentle Repose, Invisibility
1st Fleet Step, Ray of Enfeeblement, True Strike
Cantrips (10th) Chill Touch, Detect Magic, Electric Arc, Ray of Frost, Shield
Divine Innate Spells DC 41, attack +33
3rd Bind Undead (×3)
1st Harm (×3)

WORKS WELL WITH

CrasherLANDA Crasher draws enemy focus in melee so the caster can complete spells without disruption from reactions or attacks.
FlankerLANDA Flanker splits enemy attention across engagement angles, creating safe windows for debuffs delivered by touch.

PUNISHES

✖ clumping✖ spellcasting✖ low Fortitude✖ low Will
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 #185: A Taste of Ashes.

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