Kherit the Lich
Medium-sized Undead
Wizard/ Warlord/ Alienist Lich
Level
21 (Wizard 10/
Warlord 1/ Alienist 10)
Hit
Dice: 21d12 +6
(145hp)
Initiative: +3 (Dex)
Speed: 30
ft.
AC: 26 (+3 Dex, +8 bracers of defense, +5 natural
armor) [50% miss chance]
BAB/Grapple: 12/+17
Attack: Touch+17 melee ( 1d8+8 and paralysis (+2d6 to good aligned))
Full
Attack: Touch+17/+12/+7 melee (1d8+8 and paralysis (+2d6 to good aligned))
Space/Reach: 5 ft./5 ft.
Special Attacks:
Spell casting; Fear Aura, Paralyzing Touch, Unholy
Touch
Special
Qualities: Summon Familiar,
Scribe Scroll, Detect magic, Combined Levels, Summon Alien, Alien
Blessing, Metamagic Secret, Mad Certainty, Pseudonatural Familiar, Extra
Summoning, Insane Certainty, Timeless Secret, Transcendence, SR 17 (23
when Staff is held), Knowing Stare, Mastered Name, Mist Command, Dream
Haunting, Turn Resistance, Damage Reduction 15/bludgeoning and magic, Immunities
Saves:
Fort +13, Ref +11, Will +19
Abilities: Str 20, Dex 17, Con -, Int 27, Wis 17, Cha
20
Skills: Alchemy +32, Concentration +24, Craft
(woodworking) +32, Gather information +16, Hide +11, Intimidate +14,
Knowledge (Arcana) + 32, Knowledge (the Planes) +32, Listen +14, Move
Silently +11, Ride (Horse) +14, Ride (Dragon) +14, Scry +31, Search +16,
Sense Motive +12, Spellcraft +32, Spot +14
Feats: Summon
familiar (bonus), Scribe Scroll (bonus), Spell Mastery,
Alertness, Empower Spell, Maximize Spell, Augment Summoning (alienist
bonus), Combat
Casting, Spell Focus (Alteration), Spell Penetration (alienist bonus), Brew
Potion (bonus),
Craft Magic Arms and Armor, Craft Wondrous Item (bonus), Craft
Staff.
Climate/Terrain: Khemt
Organization: Solitary
Challenge Rating: 23
Treasure:
Standard coins, double goods, double
items
Alignment: Neutral Evil
Advancement: By character class
"Ponderously,
the doors creaked open. The air in the room was choked with heavy incense
fumes mingled with the powerful stench of embalming fluids. [The
student's] master, Kherit, sat veiled behind the thick fogs, surrounded by
papyrus scrolls and documents, reading from a tome of monstrous repute.
With a hideous creak, the horrible head of his dread master looked up, and the
glowing red pin-pricks of light that served as Kherit's eyes pierced brightly
through the haze, sending unaccountable shivers of terror through the young
student. The student had never before seen his master's true form before.
He had never before beheld the blazing red lights that floated in the otherwise
empty sockets of Kherit's leathery skull. He had never looked upon the
thin, wispy hair that straggled out beneath the heavy crown of Khemt. He
had never eyed the cracked, dried, bloodless skin that was tightly adhered to
the unbreathing skeletal frame. The student trembled uncontrollably before
this horrific visage." ~The Summoned,
by Vincent Darlage
Until recently,
Sappanema Kherit was the Pharaoh of Khemt. His current whereabouts
are unknown. Believed destroyed by Grindill at the end of the Sixth
Year of the 8th Age, recent divinations indicate that this monster still
exists in some form. Kherit, a priest of Set, seems to have almost
unlimited power. The Twilight Gathering claims that Kherit is the
lich of Thigru Thorkisen and possesses the Codex of the Infinite
Planes,
but this is unsubstantiated. Another source links Kherit as a rejuvenated
Endrath, another lich. The Khemians claim that Kherit is
the Avatar of Set. He is well reputed as a master of summoning,
alchemy, and alteration magic. Kherit is served by six of the most
powerful mummies to ever walk Inzeladun.
He was a powerful
mage. Kherit is always surrounded by a bank of fog. He uses
owls as spies.
He has a philosophy of "bounce the rubble", or
complete overkill. If a lower level spell would suffice, then a
higher level spell would obviously be much better. He
would routinely use the most powerful spell he could in a given
situation. He was the personification of the corruptiveness of
power.
Combat
Kherit always casts the most powerful spells he
can. If a lower level spell can get the job done, then there must be
a higher level spell that can do it better.
Spell Casting: Kherit can cast arcane spells as an
20th level
wizard. The following spells are what he usually prepares:
Level
0 (DC 18, 4 per day): Detect magic, read magic, arcane mark,
message
Level
1 (DC 19, 6 per day): Black bag, extract drug, reduce person
(DC 20), aberrate (DC 20), unseen servant, ray of enfeeblement
Level
2 (DC 20, 6 per day): Slow consumption, addiction, fog cloud,
summon alienist swarm, detect thoughts, alter self
Level
3 (DC 21, 6 per day): Displacement, dispel magic, vampiric touch,
summon alienist monster III, lightning bolt, hold person
Level
4 (DC 22, 6 per day): Grim revenge, wrack, mass reduce person
(DC 23), contagion, fire shield
Level
5 (DC 23, 5 per day): Baleful polymorph (DC 24), summon
monster V, soul shackles, call nightmare, resonating resistance
Level
6 (DC 24, 5 per day): Legend lore, disintegrate (DC 25), maximized
lightning bolt, chain lightning, geas quest
Level
7 (DC 25, 5 per day): Eye of the beholder, fiendish clarity, finger
of death, mass hold person, greater teleport
Level
8 (DC 26, 5 per day): Soul's treasure lost, gutwrench, horrid
wilting, maximized empowered lightning bolt, polymorph any object (DC 27),
summon alienist monster VIII
Level
9 (DC 27, 4 +1 summoning per day): Mindrape, Mordenkainen's
disjunction, wish, maximized chain lightning, summon alienist monster IX
Detect
Magic: Kherit can cast this as a
spell like ability at will at 10th level of
ability.
Summon
Alien (Sp) When Kherit casts any summon monster spell, he summons a "pseudonatural" version of
the monster chosen, a creature that dwells past the eons that lie between
the stars, beyond the planes as we know them, nestled in the far realms of
insanity.
Combined
Levels: Add the Alienist's levels
to the levels of any other arcane spell casting class he has when
determining the level-based effects of spells.
Alien Blessing: Kherit applies a +1 insight bonus
to all his saving throws, but permanently lost two points of
wisdom.
Metamagic
Secrets: Kherit listens to the
voices whispering from beyond time's end, and has profited thereby.
The voices have given him the metamagical feats of Augment Summoning and
Spell Penetration.
Mad
Certainty: Kherit gains +3 to his
hitpoints, but developed a phobia against a special kind of
creature.
Extra
Summoning: Kherit can cast one
extra 9th level summoning spell per day.
Insane Certainty: Kherit's mad certainty has crystallized into a
truly chilling mania. He gained three more hitpoints, but his phobia
intensified.
Timeless
Body: Inert power for the
lich. Changed into a lich to avoid the fate that befalls many
alienists.
Transcendence
(Su): Damage Reduction of
20/+1. Through long association with alien entities and intense
study of insane secrets. Most are not aware, but Kherit actually has
a bony arm and hand growing out of his chest.
Knowing Stare: Once per day, Kherit can invoke a 30 foot gaze
attack that holds all living creatures. Those affected must make a
Will save (DC 24 ) or be held for 10 rounds. This is a supernatural
ability.
Mastered
Name: Kherit can sense when
another being speaks his name. When this occurs the wizard knows the
exact location and the name of the speaker. He is free to ignore
such knowledge, retaining the details for when they seem
significant. This awareness is sufficient to allow the wizard to
scry on the individual as if he had just met the speaker (DC 10). It
does not convey enough information to allow the wizard to teleport to the
speaker's location, though such information could be gathered through
other magical means, including scrying.
Martial Weapon Proficiency:
Kherit is proficient with the
longsword.
Mist Command and
Control (Su): Kherit can
summon and command fog.
Fear Aura
(Su): Kherit is shrouded in a dreadful aura of death and evil.
Creatures of less than 5 HD in a 60 foot radius that look at Kherit must
succeed at a Will save (DC 25) or be affected as though by a fear spell cast at 21st level.
Paralyzing Touch (Su): Any living creature Kherit Touches must
succeed at a Fortitude save (DC 25) or be permanently paralyzed.
Unholy Touch (Su): In addition to paralyzing, Kherit's
touch does an additional 2d6 damage due to any good aligned
creatures.
Dream
Haunting (Su): Kherit can
visit the dreams of any individual whose exact location is known to
it. The sleeper experiences tormenting dreams and suffers 1 point of
permanent Con drain upon awakening (Will save, DC 25,
negates)
Damage Reduction (Su): 15/bludgeoning and magic
Immunities: Kherit is immune to cold,
electricity, polymorph, and mind affecting attacks.
Turn Resistance: +4 turn resistance
Equipment and Magic
Items
Bracers of Armor (+8
armor bonus to AC. Note: Does not stack with Robe of
Archmagi)
Robe of the Archmagi (+5
armor bonus to AC [overridden by Bracers of Armor], Spell Resistance 17,
+1 resistance bonus to all saving throws, Ability to overcome the spell
resistance of others as if he had the feat Spell Penetration. Blue
in color. Created by Thigru after his grey one was shredded by a
dragon.)
Cloak of Displacement (Major): Works as the Displacement spell and functions continually. 50% miss
chance, as if he had full cover.
Ring of Earth Elemental
Command: Meld into Stone
(unlimited use, wearer only); Soften Earth or Stone (unlimited use), Stone
Shape (twice per day), Stoneskin (once per week, wearer only), Passwall
(twice per week), Wall of Stone (once per day); Earth
Elementals cannot attack the wearer or even approach within 5 feet, or he
can attempt to charm the elemental (Will save DC 17), but doing so loses
the absolute protection. Creatures native to the Plane of Elemental
Earth suffer a -1 penalty to attack rolls against the wearer. The
wearer gains a +2 bonus to saves, and a +4 morale bonus to attack
rolls. Any weapon he uses bypasses the damage reduction of such
creatures. The wearer can converse with natives of the Elemental
Plane of Earth. The wearer also suffes a -2 saving throw penalty
against air or electricity based attacks.
Staff of the
Magi: Created by Algernon the Black during the Third
Age. See description in DMG, pg 239. Gives Spell Resistance of
23.
Crystal Ball (with
Telepathy): Common scrying
device. Able to send and receive silent mental messages with person
appearing in the crystal. Once per day Thigru may attempt a
suggestion (DC 14)
Mirror of Life
Trapping: See description
in DMG, page 222. Contains 6 Horned Devils, 5 Lizard folk, 1 Ice
Devil, and 2 Ghosts.
Codex of the Infinite Planes: Powers can be found Here.
The Hand of Kherit: Kherit
has made his hand into a Wondrous Item. Looking mummified and
clawed, it will always retain its horrid appearance. Even illusion
magic cannot hide it. Even invisibility cannot hide it. If detached
from Kherit and attached to another person, it permits the person to use
Kherit's touch attacks. It gives a +6 enhancement bonus to
Strength. Any necromantic spell cast by the possessor gains a +6 to
the save DC. It can also cast a Death Knell 3/day, Death Watch 3/day, Blasphemy
1/day, Unholy Aura 1/day, Finger of Death 1/day, and Summon Pseudomonster IX (evil only) 3/day. It is also cursed.
Every use of the Hand of
Kherit requires a Will save (DC
30) to avoid Artifact
Domination and be forced to work
toward the goals of the Hand,
which include gaining more magical power, destroying other rival mages,
and bringing Kherit back into existence on Inzeladun (presuming he is
destroyed). If the Hand
dominates a character, that character becomes Neutral Evil in
alignment. Kherit created this Hand so
that if he ever is rid of the Codex of Infinite Planes he will still have some magical
power.
Translation Cube: A mystical cube that can translate Narbonean and
Angustian.
Book of Infinite Spells: See page 236 of DMG. He has turned through
16 pages so far. It is currently turned to the spell
Creeping Doom (PHB 190).
Bag of Holding (Type 2):
See page 207 of DMG.
It weighs 25 lbs, can hold up to 500 lbs, and has a volume limit of 70 cu.
feet. Kherit carries his spell books in the Bag, as well as a
Wand of
Darkness (33 charges left) in
the shape of an Ankh, a Rod of Rulership (with 200 minutes of use left) in the shape of a
Khemian scepter, a Staff of Fire (with 40 charges left), and a Staff of
Power (6 charges
left).
Kherit's Library
"Thesis on the Planes of Anti-Matter" by Inez Galrywombly, "The Weapons of the Ether" by Aloysious Q. Zipfleud, "Doors and Passages of Parallel Worlds" by Lethchantos, "Spell Book of Diamos", "Displacements and Modelling the Milieu" by Thurl, "Arcane Manipulations of the Entourage" (Volumes 1 and 2) by Myrwynn Gardner, "Echo and Resonance of the Great Void" by Waltyr Gilman, "Variations on Visual Perception" by Mhzentuhl, "Libram of the Great Paravisual Emanations" by Richard Pickman, "Theory of Occult Visual Shock" by Richard Pickman, "Art of Communications and Sigils" by Richard Pickman, "Manual Powers Beyond Life" by Hurthisjach, "Trance of the Intellect" by Rue d'Auseil, "Intelligence and Intuitive Domination" by Bartolomeo Corsi (2 copies), "Gazette of the Norse Climate" by Albert Wilmarth, "Sulpher, Influence, and Actions" by Arbane III, "Repertoire of Subconscious Apparitions" by Enoch Blake, "Lore of Demonkind" by Viscount Brightholme, "The Book of Arcane Fires, Acids, and Ices" by Grindill the Archmage, "Interesting Spells of High Arcana" by Grindill, "Mystic Arts of Location and Detection" by Grindill, "The Conjuring of Obstacles to Hinder, Block, or Defend" by Grindill, "Illusions and Phantasms Encyclopedia" by Grindill, "The Conjuring and Summong of Creatures from Other Planes" by Grindill, "Zabpichric's Spells and Notations" by Zabpichric, "The Legend of Lord Komaaks" by Thigru Thorkisen, "Tome of Transformations" (Volume I & II) by Thigru Thorkisen, "Thigru's Companion to Grindill's Tome of Fires and Acids" (all volumes), "Lore of Demons and Devils" by Thigru Thorkisen, "Thaumaturgical Wu Jen Incantations" by Thigru Thorkisen. Back to the Main MenuTrademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. AD&D is a trademark of TSR; reach TSR's parent company at Wizards of the Coast, Inc.©. All copyrights are acknowledged and remain the property of the owners. "Inzeladun" and related characters © 1984, 2000 Vincent N. Darlage. All rights reserved by their respective owners. This page is for entertainment only.
