The demilich (the name is a misnomer, for it is not a lesser form of a lich, but the waning soul of a lich, centuries old) appears as nothing more than a human (or humanoid skull), dust, and a few bones. Closer inspection of the skull reveals 1d4+4 gems set in the skull’s eye sockets and in place of its teeth.
COMBAT
When the lair of the demilich is first entered, the dust around the skull swirls and rises into the air and forms a vaguely humanoid shape.
When a creature touches the skull of the demilich, it rises 6 feet into the air and begins its attack sequence.
It uses its howl ability, directed at the most powerful creature present and then drains the soul of the most powerful creature, storing its soul in one of the gems in the skull. If the most powerful creature is affected by the howl, then the next most powerful creature is the target of the soul drain.
Afterwards, the demilich is sated, and sinks down. If disturbed again, it will repeat its attacks as above. This process repeats as long as the skull is intact and continues to be molested.
If all the gems are filled, the demilich resorts to its howl ability and curse ability.
Animate Dust (Ex): As a free action, the demilich can animate its crumbled remains as a wraith-like shape. The wraith will dissipate in 3 rounds if left unmolested. If attacked, it attacks as a 5 HD wraith (see Wraith, page 185 in the MM).
The wraith is immune to all forms of attack (though it will feign damage by wavering and falling back) and cannot be turned. Once the wraith has taken a total of 52 points of damage, it dissipates and reforms on the next round as a 10 HD wraith. The 10 HD wraith can be attacked and damaged. It cannot be turned however.
If the demilich is destroyed, the wraith is destroyed as well. Left undisturbed the wraith loses 1 hit point per day. At zero hit points, it dissipates.
Howl (Su): Once per round, 20-foot radius, Fortitude save (DC 19) negates; Irrevocably slain on a failed save. Short of a god’s magic, a true resurrection or miracle cast by a 20th-level cleric or a wish cast by a 20th-level wizard or sorcerer is the only magic that can raise a creature slain in this manner.
Trap the Soul (Su): Once per round, 60-feet, as trap the soul cast by a 20th-level sorcerer (no save to avoid). Spell resistance is likewise ineffective against the ability.
The soul is drawn into one of the gems contained in the skull. The victim’s body immediately crumbles to dust.
If the skull is destroyed, each trapped soul receives a Fortitude save (DC 15). Those that fail the save are irrecoverable, devoured by the demilich. A successful save means the creature’s soul is still present in the gem. The soul can be freed by crushing the gem, though a material body (clone, simulacrum) must be present and within 30 feet of the gem when it is crushed. A soul released when no receptacle is present is lost forever.
Curse (Su): Once per round (and only when all gems are filled), the demilich can unleash a powerful curse—such as, always hit in combat by any attacking opponent, never succeed at a successful saving throw, never gain XP from creatures slain or treasure gained, or something equally as powerful. The curse can be removed with a remove curse, but the victim loses 1 point of Charisma permanently when the curse is removed.
Discern Powerful Creature (Su): The demilich can automatically detect the most powerful creature (from a group) when two or more creatures move within 100 feet of it as a free action.
Rejuvenation (Su): When destroyed, the skull fragments and any other remaining pieces must be immersed in holy water, followed by the casting of a dispel magic, or the creature will reform at full strength in 1d10 days.
Spell Immunity (Ex): The only spells that can affect a demilich are desecrate (forces the skull to sink down without howling or draining a soul), dispel evil (deals 1d4+4 points of damage), hallow or halt undead (forces skull to sink without howling or draining a soul), shatter (deals 3d6 points of damage), power word kill (destroys it if cast by an astral or ethereal caster), and holy word (deals 5d6 points of damage).
Weapon Immunities (Ex): The demilich is immune to all weapon attacks save for the following, which deal normal damage: A barbarian, fighter, or ranger wielding a vorpal weapon or weapon of +5 or greater enchantment; a paladin with a vorpal weapon or weapon of +4 or greater enchantment.
Any other creature wielding a weapon with a +4 or greater or a disruption weapon can deal 1 point of damage per successful attack. Note the demilich is immune to the disruption power of the weapon. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
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