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Teyam Ishtori

Creature 19 (unique) — 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: age-of-ashes-bestiary (Pre-Remaster)

Perception +25
Skills acrobatics +31, arcana +38, deception +33, occultism +35, religion +31, stealth +33
Str
-3
Dex
+6
Con
+0
Int
+8
Wis
-2
Cha
+6
AC 44 Fort +29 Ref +32 Will +35
HP 300
Immunities bleed, disease, paralyzed, poison, polymorph, unconscious
Resistances cold 10, electricity 10, fire 10, physical (except bludgeoning) 10
Speed 0 feet, fly 30 feet

Offense

Melee Jaws +36, Damage 1d4+3 piercing plus 8d6 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 — Teyam 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 Teyam is in torpor, a creature disturbs Teyam's remains, touches her treasure, or casts a spell that would affect Teyam. Effect Teyam ends torpor, rolls initiative, and gains the effect of her contingency's companion spell. The contingency resets after 24 hours.
Countermeasures
Telekinetic Whirlwind (arcane, aura) — 20 feet. Telekinetic whirlwind activates when Teyam 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 Teyam) to treat all creatures as concealed. Any creature other than Teyam that enters or begins its turn in the aura takes 2d12 bludgeoning damage.
Void Healing — Negative Healing
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 — Teyam 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 — Teyam long ago absorbed the spells from a staff into gemstone nodules embedded in her skull, with larger nodules representing higher-rank spells. She 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 10 charges. Teyam has the spells from a Staff of Power
Trap Soul — Frequency once per day per gem Effect Ten blight quartz gemstones on Teyam'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 43 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. Teyam can Devour a Soul it has trapped.

Spells

Wail of the Banshee (rank 9)
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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