Lich
Creature 12 (rare) — undead, unholy
WeaverSnareLANDundeadunholyarcanevoid
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 soul cage, 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 drasti
Source: pathfinder-monster-core
Perception +20; darkvision
Languages aklo, chthonian, common, diabolic, draconic, elven, necril, sakvroth
Skills arcana +28, crafting +24, deception +17, diplomacy +19, religion +22, stealth +20
Str
+0
Dex
+4
Con
+0
Int
+6
Wis
+4
Cha
+3
Items Staff of Fire (Greater), Invisibility Potion, Scroll of Teleport (Rank 6)
AC 31
Fort +17
Ref +21
Will +23
+1 status to all saves vs. vitality
HP 190 (void healing, rejuvenation)
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Resistances cold 10
Speed 25 feet
Offense
Melee Hand (finesse, magical) +24, Damage 4d8 void plus Lich Siphon Life
Abilities
+1 Status to All Saves vs. Vitality —
Counterspell —
Frightful Presence (aura, emotion, fear, mental) — 60 feet. DC 29 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.
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 their Lich Soul Cage . A lich can be permanently destroyed only if their 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 Cage — 6th rank
Frequency once per day
Effect The lich taps into their Soul Cage 's power to cast any arcane spell up to the highest rank the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability.
Frequency once per day
Effect The lich taps into their Soul Cage 's power to cast any arcane spell up to the highest rank the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability.
Siphon Life — A lich's form draws forth life from those who come into contact with it. When the lich damages a living creature with an unarmed attack, the lich gains 5 temporary Hit Points and the creature must succeed at a DC 34 Fortitude save or become Drained 1.
If the lich is Grabbed or Restrained at the start of its turn, each creature grabbing or restraining it must succeed at a Fortitude save or become drained 1. If the lich siphons a creature's life again, the drained value increase by 1, to a maximum of Drained 4.
If the lich is Grabbed or Restrained at the start of its turn, each creature grabbing or restraining it must succeed at a Fortitude save or become drained 1. If the lich siphons a creature's life again, the drained value increase by 1, to a maximum of Drained 4.
Steady Spellcasting — If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 Flat check. On a success, the action isn't disrupted.
Arcane Prepared Spells DC 36, attack +26
6th Chain Lightning, Dominate, Vampiric Exsanguination
5th Howling Blizzard (×2), Toxic Cloud, Wall of Ice
4th Fire Shield, Fly, Translocate
3rd Blindness, Locate, Vampiric Feast
2nd Blur, Dispel Magic, False Vitality, Resist Energy, See the Unseen
1st Enfeeble (×2), Fleet Step, Force Barrage, Sure Strike
Cantrips (6th) Detect Magic, Frostbite, Message, Shield, Telekinetic Hand
WORKS WELL WITH
AnvilLANDA durable frontline keeps melee attackers occupied and away from this fragile caster so it can keep casting from range.
CrasherLANDA bursting striker punishes targets left Frightened and hesitant before they can reposition.
ShadeLANDAn ambush striker exploits Off-Guard targets while party attention is split between this caster's spells and the melee threat.
PUNISHES
✖ melee reliance✖ low Will✖ single spellcaster reliance
Avoid stacking with another Weaver; two competing spell priorities dilute the party's limited counterplay against control.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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