LADY HRELGE, THE FROST GIANT QUEEN

 

Female Frost Giant Pseudonatural Spell-Stitched Lich
21st Wizard / 5th Archmage (Alienist)

 

Large Undead (Cold)

Hit Dice:

40d12 (260 hp)

Initiative:

+0 (+3)

Speed:

40 ft. (8 squares)

Armor Class:

26 (–1 size, +9 natural, +3 Dex, +5 armor) touch 12, flat-footed 23

Base Attack/Grapple:

+23/+46

Attack:

Eldritch Staff +32 melee (3d6+13/x3) or slam +32 melee (1d4+9 plus 1d8+5 plus paralysis) or touch +32 (1d8+5 plus paralysis) or rock +23 ranged (2d6+9)

Full Attack:

Eldritch Staff +32/+27/+22 melee (3d6+13/x3) or 2 slams +32 melee (1d4+9, plus paralysis, plus 1d8+5 on one slam) or touch +32 (1d8+5 plus paralysis) melee or rock +23 ranged (2d6+9)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Rock throwing, spells, true strike, fear aura, paralyzing touch

Special Qualities:

Immunity to cold, low-light vision, rock catching, vulnerability to fire, scribe scroll, summon familiar, high arcana, electricity and acid resistance 20, DR 15/magic and bludgeoning, alternate form, immunities, turn resistance, SR 25

Saves:

Fort +24 (immune to most effects requiring a Fort save), Ref +19, Will +26 (+2 on all saves vs. targeted spells)

Abilities:

Str 29, Dex 11 (17), Con -, Int 33, Wis 18, Cha 24

Skills:

Climb +13, Concentration +29, Craft (Woodworking) +41, Craft (alchemy) +21, Decipher Script +35, Hide +8, Intimidate +8, Jump +17, Knowledge (arcana) +40, Knowledge (religion) +40, Listen +24, Move Silently +8, Pilot +24, Search +36, Sense Motive +12, Spellcraft +50, Spot +22, Elder Lore (Cthulhu Mythos) +52

Feats:

Combat Casting, Epic Skill Focus (Spellcraft), Greater Spell Focus (Enchantment), Greater Spell Focus (Necromancy), Leadership, Spelljammer Helm Operation, Spell Focus (Enchantment), Spell Focus (Necromancy), Skill Focus (Spellcraft),  Spell Penetration, Craft Eldritch Staff, Empower Spell, Maximize Spell, Improved Spell Capacity (x3), Epic Spellcasting, Enhance Spell

Environment:

Cold mountains

Organization:

Solitary, gang (2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6–9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd–5th level plus 2–4 winter wolves and 2–3 ogres), or tribe (21–30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12–30 winter wolves, 12–22 ogres, and 1–2 young white dragons)

Challenge Rating:

31

Treasure:

Standard (1,478,433)

Alignment:

Chaotic evil

Advancement:

By character class

Level Adjustment:

+8


Standing about 14 feet tall, Hrelga is far more powerful than her husband, Grugnar the Frost Giant Jarl, another lich.  She lived during the First Age of Man, and encouraged her husband to research lichdom, and to leave the living world behind.  She seeks horrible knowledge, and wants to commune with Elder Gods, and ultimately wants to bring one into being.  She is opposed to Angust, but was once in favor at the courts of T'Bor and far-flung Oard.   Recent events, however, have made her a staunch enemy of mankind, and she promises to bring destruction down upon the race of man for disturbing her dark researches.  She is an accomplished Spelljammer pilot and used to race the craft in her youth.  Her body is covered in powerful runes.

Combat
Hrelga usually starts combat off with Displacement, (and if she has enough time, she likes to cast Epic Mage Armor) and likes to bestow curses (using her Arcane Reach power) upon her enemies to bring down their Wisdom so her charms work more easily.  She often uses her Rod of Greater Quicken Metamagic to quicken True Strike.

Spells: She casts arcane spells.  All spells of Necromancy or Enchantment have a +4 DC to the saves.  Humanoids suffer a -4 penalty to saves against her spells when she holds her staff; fey are immune to her spells. Transmutation spells have a -2 DC.  Any spell cast from the Enchantment school also inflict 1d4 points of temporary Wisdom damage (Fort DC 10 + spell level to avoid); whenever a subject suffers Wisdom damage, Hrelga must make the same save or suffer 1 point of Wisdom damage.  Whenever an Evocation spell is cast, the target(s) must make a Fort save DC 36 or be knocked prone.  Here are the spells commonly prepared by Hrelga.  She gains a +4 bonus to beat Spell Resistance (+2 for Spell Penetration feat, +2 Robe of Archmagi)

Spell Stitches (Sp):  She is imbued with the following spell-like abilities.  She can cast nether trail and/or stupor 4 times per day.  She can cast touch of idiocy and/or rope trick 4 times per day.   She can cast curse of the putrid husk and/or drown 2 times per day.  She can cast bestow curse and/or contagion 2 times per day.  She can cast soul shackles and/or stop heart 2 times per day.  She can cast true seeing once per day.

Rock Throwing (Ex): The range increment is 120 feet for a frost giant’s thrown rocks.

High Arcana: The archmage learns secret lore unknown to lesser wizards and sorcerers.  She has the opportunity to gain special abilities by eliminating existing spell slots.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save DC 37 or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save DC 37 or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

True Strike (Su): Once per day, the creature can make a normal attack with a +20 insight modifier on a single attack roll.  The creature is not affected by the miss change that applies against a concealed character.

Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or other appropriately gruesome form determined by the DM), but all its abilities remain unchanged despite the alien appearance.  Changing shape is a standard action.  Other creatures receive a -1 morale penalty to their attack rolls against pseudonatural creatures in this alternate form.

Turn Resistance (Ex): A spell-stitched lich has +6 turn resistance.

Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

The Lich’s Phylactery: An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Possessions: Headband of Intellect +6, Rod of Greater Quicken Metamagic, Ring of Major Spellstoring (Gate), Ring of Wizardry IV, Alienist Scrolls (3 of each spell in her spell book), Wand of Dispel Magic (17 charges,10th), Wall of Ice Wand (22 charges), Dimensional Shackles, Gloves of Dexterity +6, Orb of Storms, Robe of the Archmagi, Boots of Teleportation, Bag of Holding (Type I: holds scrolls), Dreams of Horror, The Recurring Doom, The Feaster from the Stars, The Shattered Goddess, gem holding the soul of an ice sprite, gem holding the soul of an Angustian alienist, gem holding the soul of an Angustian warrior, gem holding the soul of an Angustian Chaos Lord, gem holding the soul of a mind flayer, gem holding the soul of a priest of Delama'Urt Hob

Property: Large Arcane Research Laboratory, Large Personal Library (Spellcraft focus (necromancy and enchantment)).

Eldritch Staff: Carved to look like the Tower of Catemar.  Elements: Deflect spell (+2 save bonus against all spells; any transmutation spells cast by Hrelga have the saves decreased by 2); Reflexive casting (may cast Bestow Curse as an attack of opportunity; loses one third level spell slot permanently); Susceptible Target (any humanoids are affected by one of Hrelga's spells while she wields this staff suffer a -4 penalty to their saving throws; Fey are utterly immune to Hrelga's spells); Embedded Spells (can cast bestow curse as a spontaneous spell of 4th level; if she chooses to prepare and cast wall of deadly chains, it has a 50% arcane spell failure chance); Arcane Impact (can put a spell of up to 6th level into his staff – it discharges into whoever he hits with his staff, and is maximized; permanently loses a sixth level spell slot); Forceful Casting (Whenever an Evocation spell is cast, the target(s) must make a Fort save DC 36 or be knocked prone; Hrelga suffers a permanent -1 penalty to all Fort saves): Hardness 101; 249 hit points; Break DC 69

Spellbook: 16" high, 12 inches wide, 7 inches thick; 15 lbs; the cover is made of yeti hide inlaid with mithral.  Vellum pages are sewn together and secured to a find, supple leather spine backing.
            0 level: Preserve organ, unnerving gaze, read magic, detect magic, detect poison, mending, arcane mark, prestidigitation, ghost sound, arcane mark, message
            1st level: Black bag, extract drug, sacrificial skill, true strike, ray of enfeeblement, suspend disease, drug resistance, nether trail, stupor, death grimace, silent image, cause fear, chill touch, bestow wound, alarm, ray of enfeeblement
           
2nd level: Shriveling, wither limb, command undead, spectral hand, mirror image, dance of ruin, sadism, masochism, entice gift, addiction, summon monster II, web, detect thoughts, see invisibility, minor image, false life, scare, ghoul touch, invisibility, touch of idiocy, rope trick, spider climb, alter self
            3rd level: Halt undead, ray of exhaustion, gentle repose, hold person, protection from energy, drown, wall of chains, evil eye, cruel disappointment, curse of the putrid husk, reality blind, vampiric touch, dispel magic, suggestion, displacement, halt undead, gaseous form, deep slumber, nondetection, lightning bolt, fireball
            4th level: Grim revenge, liquid pain, wrack, animate dead, dimensional anchor, abyssal might, wall of deadly chains, Hell's power, remove curse, bestow curse, contagion, enervation, fear
            5th level: Soul shackles, stop heart, magic jar, call nightmare, call lemure horde, call dretch horde, imprison possessor, blight, symbol of pain, waves of fatigue, wall of force, feeblemind, dominate person, magic jar, dream, nightmare
            6th level: Create undead, mislead, antimagic field, guards and wards, repulsion, analyze dweomer, legend lore, true seeing, geas/quest, permanent image, symbol of fear, eyebite, circle of death, undeath to death, contingency, mass suggestion, mislead
           
7th level: finger of death, mass hold person, control undead, waves of exhaustion, symbol of weakness, finger of death, prismatic spray, delayed blast fireball, greater scrying, greater teleport, phase door, plane shift, spell turning, banishment, teleport object
            8th level: discern location, trap the soul, mass charm monster, clone, create greater undead, horrid wilting, symbol of death, trap the soul, greater prying eyes, maze, prismatic wall, demand, binding, dimensional lock
            9th level: wish, gate, dominate monster, Mordenkainen's disjunction, astral projection, energy drain, soul bind, wail of the banshee, time stop, meteor swarm
           
Epic Spells: Mummify (see below), Epic Mage Armor, Mummy Dust, Line of Sacrifices, Mass Mummy Rot (see below), Deathsong (see below), Mass Deathsong (see below)


Mummify
Necromancy, Transmutation
Spellcraft DC: 60
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Target: One living creature.
Duration: Permanent
Saving Throw: Fort negates (see text)
Spell Resistance: Yes
To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds: Transform (DC 21). Factor: Change creature type into Undead type (+5 DC), add Despair (Su) and Mummy Rot (Su) (+20 DC), add Damage Reduction 5/-, Darkvision 60 ft, and Fire Vulnerability (+30 DC), Increase spell's saving throw DC by +10 (+20 DC); Mitigating factors: Backlash 36d6 damage (-36 DC)

This spell quickly withers the target's internal organs and soft tissues, hardening and drying what is left over – and turning the victim into a horrible undead mummy.  The resulting mummy is not necessarily under the control of the caster, and the caster sustains backlash damage from the abuse of natural order.  The resulting mummy has the attack forms of despair and mummy rot, and has damage reduction, darkvision, and fire vulnerability.


Line of Sacrifices
Necromancy, Transmutation
Spellcraft DC: 51
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Personal
Duration: 20 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 459,000 gp; 10 days; 18,360 XP. Seeds: Fortify (DC 23). Factor: Change from touch to personal (-2 DC), Allow infinite stacking of bonuses (ad hoc +30 DC)

If a follower performs multiple sacrifices, the bonuses on the follower's Knowledge (religion) check stack if the sacrifices are killed within the duration of the spell.


Mass Mummy Rot
Necromancy [Evil]
Spellcraft DC: 59
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Area: 40 ft. radius.
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
To Develop: 531,000 gp; 11 days; 21,240 XP. Seeds: Afflict (DC 14), Slay (DC 25). Factor: Change from Target to Area (+10 DC), Increase area to 40 ft. radius (+4 DC), Increase spell's saving throw DC by +3 (+6 DC)

This spell curses all within its area with a supernatural disease Fortitude DC 19 (after 1st day), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based on the caster.  Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.  Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.  An afflicted creature who dies of mummy rot shrivels away into sand and dust, blowing away at the first wind.


Deathsong
Necromancy [Evil, Death]
Spellcraft DC: 59
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Target: One living creature.
Duration: Instantaneous
Saving Throw: Fort negates (see text)
Spell Resistance: Yes
To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds: Afflict (DC 14), Slay (DC 25). Factors: Increase spell's saving throw DC by +6 (+12 DC), Afflict three categories (+8 DC)

This spell exposes the target to the Deathsong disease (Book of Vile Darkness, page 30).  If the initial save is failed, the disease infects the victim, and, after 1 day, will suffer 1d8 Str, 1d8 Dex, and 1d8 Con damage.  Each day thereafter the victim must make a DC 25 Fort save or suffer the above damage that day.  All damage is temporary.  Victims of this disease can do nothing but shriek and howl as their bodies blacken and wither.  Victims can hear their own skin crackling and their bones growing brittle and breaking.  Any contact with the victim can pass on the disease to others (Fort DC 25 to resist the disease).

Mass Deathsong
Necromancy [Evil, Death]
Spellcraft DC: 60
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Area: 40 ft. radius
Duration: Instantaneous
Saving Throw: Fort negates (see text)
Spell Resistance: Yes
To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds: Afflict (DC 14), Slay (DC 25). Factors: Afflict three categories (+8 DC), Change Target to Area (+10 DC), Increase area by 100% (+2 DC)

This spell exposes the targets to the Deathsong disease (Book of Vile Darkness, page 30).  If the initial save is failed, the disease infects the victims, and, after 1 day, will suffer 1d8 Str, 1d8 Dex, and 1d8 Con damage.  Each day thereafter the victims must make DC 25 Fort saves or suffer the above damage that day.  All damage is temporary.  Victims of this disease can do nothing but shriek and howl as their bodies blacken and wither.  Victims can hear their own skin crackling and their bones growing brittle and breaking.  Any contact with a victim can pass on the disease to others (Fort DC 25 to resist the disease).