PHASMALICH
POST-DEMILICH SPIRIT
Almost all sages agree that, as a demilich ages, its spirit moves further and further from the remains of its body, until it leaves it behind utterly and becomes a being of pure spirit. However, few know that even among such ancient and powerful creatures, there are some who are cannot fully make the transition from material to spiritual. These are the phasmaliches, post-demilich spirits that are able to exist without a physical form, but are virtually powerless when doing so. Thus, they flit among the corporeal undead, possessing them and using their bodies at will to work their unfathomable plans.
A few speculate that akaliches, the ultimate evolution of a lich’s spirit, deliberately cause other demiliches to become phasmaliches rather than akaliches. Those who publicly speculate such a theory, however, tend to disappear after a short time.
SAMPLE PHASMALICH
The ice-encrusted skeleton marches towards you grimly, it’s skull on fire with flames of pure blackness. Suddenly, from out of nowhere, a patch of grim, black mist flies forward and engulfs the undead monstrosity. As it’s enveloped, the creature howls in rage, clawing at the black mist ineffectually. A moment later, the darkness flies into the creature’s mouth and eye sockets, and becomes still. Suddenly, it looks up at you again. Although you can’t put your finger on it, something about the creature makes it seem even more menacing, more deadly than before.
This example uses a 32nd-level human wizard as the base demilich, and a winterwight as the base undead.
AZURAD
Medium-Size Undead (Cold)
Hit Dice: 32d12 (416 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 84 (+8 Dex, +28 natural, +20 insight, +18 deflection), touch 56, flat-footed 76
Base Attack/Grapple: +16/+37
Attack: Claw +40 melee (3d8+21 plus 10d8+25 negative energy/19–20 (+1d6 on critical hit) plus blight-fire plus paralyzing touch)
Full Attack: 2 claws +40 melee (3d8+21 plus 10d8+25 negative energy/19–20 (+1d6 on critical hit) plus blight-fire plus paralyzing touch) and skull butt +32 melee (2d6+10 plus 10d8+25 negative energy plus blightfire plus paralyzing touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 6d8+31, blightfire, trap the soul, fear aura, paralyzing touch, spell-like abilities
Special Qualities: cold aura, cold subtype, DR 25/epic and 10/--, ephemeral existence, fast healing 10, maven, possess undead, maven, magic immunity, SR 34, turn resistance +56, undead traits, acid resistance 50, fire resistance 50, sonic resistance 50, immune to cold, electricity, polymorph, and mind-affecting effects.
Saves: Fort +16, Ref +24, Will +42
Abilities: Str 52, Dex 27, Con —, Int 54, Wis 50, Cha 46
Skills: Appraise +26, Balance +8, Bluff +18, Climb +21, Concentration +53, Craft (all) +57, Decipher Script +57, Diplomacy +22, Disguise +18, Escape Artist +8, Forgery +22, Gather Information +22, Heal +20, Hide +58, Intimidate +18, Jump +21, Knowledge (arcana) +57, Knowledge (architecture and engineering) +57, Knowledge (dungeoneering) +57, Knowledge (geography) +57, Knowledge (history) +57, Knowledge (local) +57, Knowledge (nature) +57, Knowledge (nobility and royalty) +57, Knowledge (religion) +57, Knowledge (the planes) +57, Listen +70, Move Silently +58, Perform (all) +18, Profession (all) +55, Ride +8, Search +72 (+76 involving secret doors and similar compartments), Sense Motive +70, Spellcraft +61, Spot +70, Survival +20 (+24 to keep from getting lost or avoiding natural hazards, in aboveground natural environments, or when on another plane), Swim +21, Use Rope +8.
Feats: Augment Summoning, Cleave (B), Combat Casting, Empower Spell, Eschew Materials, Greater Spell Penetration, Heighten Spell, Improved Counterspell, Improved Critical (claw) (B), Improved Initiative (B), Lightning Reflexes (B), Maximize Spell, Power Attack (B), Quicken Spell, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (harm), Scribe Scroll (B), Spell Penetration, Weapon Focus (claw) (B)
Epic Feats: Automatic Metamagic Capacity (x5), Blinding Speed (B), Epic Fortitude (B), Epic Spellcasting, Epic Weapon Focus (claw) (B), Epic Will (B), Ignore Material Components, Metamagic Freedom, Overwhelming Critical (claw) (B), Tenacious Magic (polymorph any object) (B)
Challenge Rating: 51
Treasure: Standard
Alignment: Neutral evil
Azurad is the daughter of the akalich Nimrod, and was his greatest disciple. She oversaw the construction of his great Tower, and was quick to follow her father down the path to lichdom and then demilichdom. However, when it became clear that the gods were going to attack Nimrod’s great city, Azurad fled the ensuing fight, abandoning Nimrod to his fate.
In the millennia since her father’s apparent destruction, Azurad attempted to duplicate his ascension and become an akalich. However, she only imperfectly completed the process, and now exists as a phasmalich. Undeterred, she continues to weave myriad plans of her own, most of them revolving around finding the powerful artifact known as the Robes of the Almighty that her father possessed. Recently, she has also come into circumstantial evidence that Nimrod might still exist, worrying her greatly.
COMBAT
Azurad is an incredibly powerful wizard, and her tactics will reflect that. She tries to never enter combat without having first thoroughly researched her foes, tailoring both her spells and her chosen body to minimize her enemies’ strengths and maximize their weaknesses. If reduced to one-quarter of her hit points, she’ll abandon her current body and leave it to find another.
Azurad’s natural weapons, as well as any weapons she wields, are treated as epic for purposes of overcoming damage reduction.
Blightfire (Su): When Azurad deals damage to a living opponent, a night-black flame begins to burn on the opponent’s body. If the opponent fails a Fortitude save (DC 44), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based.
Cold Aura (Su): A 10-foot-radius spread cold aura surrounds Azurad. All creatures of the cold subtype in the field (including Azurad) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold damage take 2d10 points of cold damage each round they remain within the cold aura. These adjustments are already reflected in Azurad’s stats.
Cold Subtype: Immunity to cold. Vulnerability to fire (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; then apply fire resistance).
Ephemeral Existence (Ex): When Azurad is not currently possessing an undead creature she has no statistics and cannot take any actions except as follows. She has a space of 5 ft. and a fly speed of 180 ft. with perfect maneuverability. She is completely incorporeal and can move any distance through solid objects. She may try to use possess undead as a standard action against any adjacent corporeal undead creature. A holy word used against her in this state inflicts no damage, but she must make a Will save, with failure sending her back to its phylactery (or a soul gem) as though she had been destroyed (see below).
Fear Aura (Su): Azurad is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed at a Will save (DC 32) or be affected as though by fear as cast by a 32nd-level caster.
Magic Immunity (Ex): Azurad is immune to all magical and supernatural effects, except as follows. A shatter spell affects her as if she were a crystalline creature, but deals half the damage normally indicated (then apply sonic resistance). A dispel evil spell deals 3d6 points of damage (Fort save for half damage), and allows the winterwight to make a new Will save to force Azurad out. Holy smite spells affect Azurad normally.
Paralyzing Touch (Su): Any living creature Azurad touches must succeed at a Fortitude save (DC 44) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by Azurad seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Possess Undead (Su): When Azurad is in a state of ephemeral existence (see above) she may try to possess an adjacent corporeal undead creature. The undead creature must make a Will save (DC 44), with failure meaning that it has been possessed by the her, and has the phasmalich template applied. Azurad cannot possess an undead creature with 33+ Hit Dice.
Azurad may abandon the undead she is possessing as a free action. When separating from the undead, any damage she has taken is divided evenly between the undead and Azurad herself (thus reducing her hit point total for when she possesses another undead creature). When Azurad is reduced to 0 hit points, the undead she is possessing is destroyed. Azurad herself returns after 1d10 days, however, so long as any of her soul gems or her phylactery are intact. Azurad’s soul gems are not incorporated directly into her body, and may be stored anywhere (this has no impact on her ability to use her trap the soul power).
Rend (Ex): If Azurad hits with both of her claws, she latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d8+31 points of damage.
Spell-Like Abilities: At will—astral projection, cone of cold, control weather, create greater undead, create undead, death knell, dimension door, enervation, greater dispel magic, harm, spell immunity (fireball), sleet storm (she is immune to the effects of a sleet storm spell), summon monster I-IX, telekinesis, wall of ice, weird. 2/day—greater planar ally. Caster level 32nd; save DC 28 + spell level. The save DCs are Charisma-based.
Spells: As a 32nd-level wizard. The save DCs are Intelligence-based.
Typical Wizard Spells Prepared (4/10/10/9/9/9/9/8/8/8; save DC 32 + spell level): 0 – arcane mark, detect magic, mage hand, read magic; 1st – animate rope, feather fall, jump, mage armor, magic aura, magic missile, protection from good, ray of enfeeblement, shield, true strike; 2nd – acid arrow, daze monster, hideous laughter, knock, obscure object, scorching ray, shatter, touch of idiocy, web, whispering wind; 3rd – arcane sight, displacement, fireball, lightning bolt, major image, nondetection, slow, stinking cloud, tongues; 4th – arcane eye, black tentacles, charm monster, detect scrying, dimensional anchor, greater invisibility, scrying, solid fog, stone shape; 5th – break enchantment, cloudkill, dismissal, false vision, feeblemind, mind fog, sending, symbol of pain, waves of fatigue; 6th – acid fog, analyze dweomer, chain lightning, contingency, eyebite, flesh to stone, globe of invulnerability, repulsion, true seeing; 7th – greater teleport, greater arcane sight, finger of death, forcecage, plane shift, prismatic spray, sequester, vision; 8th – binding, discern location, horrid wilting, incendiary cloud, maze, polar ray, polymorph any object, screen; 9th – crushing hand, dominate monster, foresight, meteor swarm, power word kill, prismatic sphere, time stop, wish.
Epic Spells Per Day: 3
Epic Spells Known: greater ruin, let go of me, memento mori, spell worm.
Trap the Soul (Su): Azurad can trap the souls of up to eight living creatures per day. To use this power, she selects any target she can see within 300 feet. The target is allowed a Fort saving throw (DC 44). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of Azurad’s soul gems. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, Azurad slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If Azurad is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Creating a Phasmalich
“Phasmalich” is an acquired template that allows a demilich spirit to possess a corporeal undead creature. The template can be added to any demilich (hereafter referred to as the base demilich) and any corporeal undead creature (hereafter referred to as the base undead). A Phasmalich has all of the base undead’s characteristics except as noted here.
Size and Type: A phasmalich is the size of the base undead. It retains all of the base undead’s subtypes, but loses any subtypes the base demilich had.
Hit Dice: A phasmalich is treated as having the base demilich’s Hit Dice. It has the hit points of the base demilich and the base undead.
Speed: As base undead.
AC: A phasmalich has the natural armor bonus of the base undead, an insight bonus equal to the base demilich’s Wisdom modifier, and a deflection bonus equal to the base demilich’s Charisma modifier.
Attack: A phasmalich uses the base attack bonus of the base demilich, and the natural attacks of the base undead.
Damage: The natural attacks of the phasmalich do damage equal to the base undead’s natural attacks, but also deal 10d8+25 points of negative energy damage (no saving throw), as well as the base demilich’s paralyzing touch.
Special Attacks: A phasmalich has all of the base demilich’s and base undead’s special attacks, except as follows. It does not have any of the base demilich’s extraordinary special attacks. The caster level for any of the phasmalich’s spell-like abilities are equal to the base demilich’s.
Special Qualities: A phasmalich has all of the base undead’s special qualities, and all of the base demilich’s special qualities except for damage reduction, perfect automatic still spell and phylacteric transference. It also has the special qualities listed below.
Damage Reduction (Su): A phasmalich has the base undead’s damage reduction as well as damage reduction 25/epic.
Ephemeral Existence (Ex): A phasmalich that is not currently possessing an undead creature has no statistics and cannot take any actions except as follows. It has a space of 5 ft. and a fly speed of 180 ft. with perfect maneuverability. It is completely incorporeal and can move any distance through solid objects. It may try to use possess undead as a standard action against any adjacent corporeal undead creature. A holy word used against it in this state inflicts no damage, but the phasmalich must make a Will save, with failure sending it back to its phylactery (or a soul gem) as though it had been destroyed (see below).
Immunities (Ex): As the base undead and base demilich.
Magic Immunity (Ex): A phasmalich’s magic immunity works exactly like the base demilich’s, except as follows: A dispel evil used on a phasmalich allows the base undead to make a new Will save (with its own base save and Wisdom modifier) to drive the phasmalich out.
Maven (Ex): A phasmalich has maximum ranks in all skills it knows.
Possess Undead (Su): A phasmalich in a state of ephemeral existence (see above) may try to possess an adjacent corporeal undead creature. The undead creature must make a Will save (DC 10 + ½ the base demilich’s Hit Dice + the base demilich’s Charisma modifier), with failure meaning that it has been possessed by the phasmalich, and has the phasmalich template applied. A phasmalich cannot possess an undead creature with greater Hit Dice than the base demilich.
A phasmalich may abandon the base undead it is possessing as a free action. When separating from the base undead, any damage a phasmalich has taken is divided evenly between the base undead and the phasmalich itself (thus reducing its hit point total for when it possesses another undead creature). When a phasmalich is reduced to 0 hit points, the base undead is destroyed. The phasmalich itself returns after 1d10 days, however, so long as any of its soul gems or its phylactery are intact. A phasmalich’s soul gems are not incorporated directly into its body, and may be stored anywhere (this has no impact on its ability to use its trap the soul power).
Resistances (Ex): A phasmalich also has acid, fire, and sonic resistance 50. These overlap (do not stack with) the base demilich’s and base undead’s resistances.
Turn Resistance (Ex): A phasmalich has turn resistance +50. This overlaps (does not stack with) the base demilich’s turn resistance, but stacks with the base undead’s turn resistance (if any).
Saves: A phasmalich uses the base demilich’s base saves.
Abilities: A phasmalich uses the base undead’s Strength and Dexterity scores, and the base demilich’s Intelligence, Wisdom, and Charisma scores +20.
Skills: A phasmalich has all of the base demilich’s skill ranks, and none of the base undead’s. A phasmalich receives a +50 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This overlaps (does not stack with) the base demilich’s racial bonus to these skills. A phasmalich retains any racial skill bonuses the base undead may have.
Feats: A phasmalich has all of the base demilich’s feats, and has all of the base undead’s feats as bonus feats.
Challenge Rating: Same as base demilich + ½ the base undead’s CR.
Treasure: As base undead.
Alignment: Same as base demilich.
Level Adjustment: Same as base demilich +35.
Adventure Ideas
Sub-Epic: A local necromantic cleric is killed when a routinely-animated skeleton suddenly sucks out his soul. Witnesses saw a strange black mist fleeing the scene. Now the cleric's church wants to hire the PCs to investigate.
Low Epic: Never-before-seen powerful undead creatures are attacking the PCs for no apparent reason. The phasmalich Rysk is testing out new forms of undead that he hopes will make for even stronger hosts, and is using the PCs as the proving ground for his creations.
Mid-Epic: Azurad has located the Robes of the Almighty! Now, she is building a new Tower, and the PCs must stop her before she finishes its construction and starts another war against the heavens.