Example Crown Liches
There are essentially two type of crown liches: first, those created by a lich king and thus weak as possible (low HD and mental ability scores thus more easily destroyed) and second, those that either happened upon the Lich’s Crown and wore it (thus are likely to be more dangerous, not only because they probably still wear the crown, but also because they have a chance to have at least one high mental ability score) or created by a lich king as strong (high mental ability scores and/or high HD) as possible (as a lieutenant if commanding is an option) though usually without the crown.
The first three examples are weak (non-crown-wearing) crown liches.
The second three examples are more powerful crown liches; They can be encountered with the crown (needless to say, only one crown exists so encountering it worn by multiple creatures is not possible).
1. HOBGOBLIN, 3RD LEVEL WARRIOR, CROWN LICH
Therrek
Medium Undead (Augmented Humanoid, Goblinoid)
Hit Dice: 3d12 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +3 studded leather, +5 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Longsword +5 melee (1d8/19–20) or javelin +4 ranged (1d6) or paralyzing touch +4 melee touch (1d8+5 plus paralysis) or by spell +4 melee touch or +4 ranged touch
Full Attack: Longsword +5 melee (1d8/19–20) and paralyzing touch –1 melee touch (1d8+5 plus paralysis) or javelin +2 ranged (1d6) or by spell +4 melee touch or +4 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, turn resistance +4
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 13, Dex 13, Con —, Int 12, Wis 11, Cha 10
Skills: Climb +7, Concentration +3^, Hide +9, Intimidate +6, Jump +7, Listen +8, Move Silently +9, Search +9, Sense Motive +8, Spot +8
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Spell Focus (necromancy), Skill Focus (Concentration), Spell Penetration, Weapon Focus (longsword)
Environment: Any
Organization: Solitary
Challenge Rating: 5 (12 with crown)
Treasure: Standard
Alignment: Neutral evil
Advancement: None
Therrek looks to be a six foot tall goblin. Therrek's hair color is dark reddish-brown. He has dark orange and wrinkled skin that hangs loosely on his body. His nose is blue. Therrek's eyes are yellowish, while his teeth are yellow. His garments are brightly colored, blood red with black-tinted leather. His weaponry is no longer kept polished and in good repair, being stained, dented, and even dull. Therrek speaks Goblin and Common.
COMBAT
Therrek revels in his new abilities, seeking to use them for any reason. He starts all battles with a spell, something flashy and devastating to impress his opponents. Therrek continues using spells until his opponents close to melee, thinking his spells will make him unstoppable at range. Once in melee range, he uses his longsword and touch attack with abandon. Because his weapons are in such disrepair, they receive a -1 penalty to damage (figured in above).
Touch Attack (Su): Therrek has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 11) halves the damage.
Fear Aura (Su): Therrek is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Therrek must succeed on a Will save DC 11 or be affected as though by a fear spell from a 3rd level sorcerer. A creature that successfully saves cannot be affected again by Therrek's aura for 24 hours.
Paralyzing Touch (Su): Any living creature Therrek hits with his touch attack must succeed on a Fortitude save DC 11 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 Therrek seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Therrek has +4 turn resistance.
Damage Reduction (Su): Therrek's undead body is tough, giving him damage reduction 15/bludgeoning and magic. His touch attacks are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Therrek has immunity to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks.
Spells: Save DC 11 + spell level; 13 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. As he was violently opposed to spellcasters before his transformation; Therrek needs to make a Concentration check DC 10 + spell level for each spell he casts. If casting defensively, the DC rises to 15 + spell level. Further, he faces a 15% spell failure chance for each spell cast if it has somatic components because he refuses to remove his armor. This hobgoblin crown lich is just one of many off an “assembly-line crown lich trap”. It does not have the crown or many of its spells.
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Chill touch*, expeditious retreat, mount, ray of enfeeblement*
2nd Acid arrow, command undead*, spectral hand*, web
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. ^Therrek gains a +4 bonus on Concentration checks when casting defensively.
Note: Without the crown, Therrek has only spells of 2nd level and below available.
2. KOBOLD, 1ST LEVEL WARRIOR, CROWN LICH
Gekko
Small Undead (Augmented Humanoid, Reptilian)
Hit Dice: 1d12 (6 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 size, +1 Dex, +5 natural, +2 leather), touch 12, flat-footed 18
Base Attack/Grapple: +1/–4
Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3) or paralyzing touch +1 melee touch (1d8+5 plus paralysis) or by spell +1 melee touch or +3 ranged touch
Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3) or paralyzing touch +1 melee touch (1d8+5 plus paralysis) or by spell +1 melee touch or +3 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, turn resistance +4
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 9, Dex 13, Con —, Int 12, Wis 11, Cha 10
Skills: Concentration +3^, Craft (trapmaking) +1, Hide +14, Listen +9, Move Silently +10, Profession (miner) +1, Search +9, Sense Motive +8, Spot +9
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Spell Focus (necromancy), Skill Focus (Concentration), Spell Penetration
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 4 (11 with crown)
Treasure: Standard
Alignment: Neutral evil
Advancement: None
Gekko is a short, reptilian humanoid with cowardly and sadistic tendencies.
Gekko’s scaly skin is rusty black and paper-thin, seemingly like paper stretched over his bones. He has pinpoint sized glowing red eyes. His tail is nonprehensile. He wears ragged orange clothing. Gekko is 2 feet tall and weighs 35 pounds. Gekko speaks Draconic and Common with a voice that sounds like that of a yapping dog.
COMBAT
Gekko likes to attack with trickery or ambush. However, he attacks gnomes on sight if their numbers are equal.
He begins a fight by slinging bullets, casting a few spells, and closing only when he can see that his foes have been weakened. Whenever he can, Gekko sets up ambushes near trapped areas.
Touch Attack (Su): Gekko has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 9) halves the damage.
Fear Aura (Su): Gekko is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save DC 9 or be affected as though by a fear spell from a 1st level sorcerer. A creature that successfully saves cannot be affected again by Gekko’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature Gekko hits with his touch attack must succeed on a Fortitude save DC 9 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 Gekko seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Spells: Save DC 11 + spell level; 13 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Gekko also faces a 10% arcane spell failure chance for each spell he tries to cast if it has somatic components. Gekko is just one of many off an “assembly-line crown lich trap”. It does not have the crown or many of its spells.
0th Detect magic, mage hand, read magic, touch of fatigue*]/i]
1st Cause fear*, chill touch*, expeditious retreat, ray of enfeeblement*
2nd Acid arrow, command undead*, scare*, spectral hand*
Turn Resistance (Ex): Gekko has +4 turn resistance.
Damage Reduction (Su): Gekko’s undead body is tough, giving him damage reduction 15/bludgeoning and magic. His touch attack is treated as magic for the purpose of overcoming damage reduction.
Immunities (Ex): Gekko has immunity to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks.
Skills: Gekko gains a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. ^Gekko gains a +4 bonus on Concentration checks when casting defensively.
Note: Without the crown, Gekko has only spells of 2nd level and below available.
3. OGRE CROWN LICH
Gash
Large Undead (Augmented Giant)
Hit Dice: 4d12 (26 hp)
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) or paralyzing touch +7 melee touch (1d8+5 plus paralysis) or by spell +7 melee touch or +1 ranged touch
Full Attack: Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) or paralyzing touch +7 melee touch (1d8+5 plus paralysis) or by spell +7 melee touch or +1 ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, low-light vision, turn resistance +4
Saves: Fort +6, Ref +0, Will +2
Abilities: Str 21, Dex 8, Con —, Int 8, Wis 12, Cha 9
Skills: Climb +5, Concentration +2^, Hide +3, Listen +11, Move Silently +7, Search +7, Sense Motive +9, Spot +11
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Skill Focus (Concentration), Spell Focus (necromancy), Spell Penetration, Weapon Focus (greatclub)
Environment: Any
Organization: Solitary
Challenge Rating: 6 (13 with crown)
Treasure: Standard
Alignment: Neutral evil
Advancement: None
Gash stands 10 feet tall and weighs 650 pounds. His skin is withered and dull brown. His clothing consists of poorly cured furs and hides, which adds to his naturally repellent odor.
Gash speaks Giant and Common.
COMBAT
Gash favors sneak attacks, and ambushes over a fair fight. He is intelligent enough to fire ranged weapons first to soften up his foes before closing.
Touch Attack (Su): Gash has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 11) halves the damage.
Fear Aura (Su): Gash is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Gash must succeed on a Will save DC 11 or be affected as though by a fear spell from a 4th level sorcerer. A creature that successfully saves cannot be affected again by Gash’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature Gash hits with his touch attack must succeed on a Fortitude save DC 11 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 Gash seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Gash has +4 turn resistance.
Damage Reduction (Su): Gash's undead body is tough, giving him damage reduction 15/bludgeoning and magic. His touch attack counts as magical for purposes of damage reduction.
Immunities (Ex): Gash has immunity to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks.
Spells: Save DC 11 + spell level; 13 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Gash faces a 20% arcane spell failure chance for each spell he casts if it has somatic components.
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Cause fear*, chill touch*, expeditious retreat, ray of enfeeblement*
2nd Acid arrow, command undead*, scare*, spectral hand*
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
^Gash gains a +4 bonus to Concentration checks when casting defensively.
Note: Without the crown, Gash has only spells of 2nd level and below available.
4. MEDUSA CROWN LICH
Circe
Medium Undead (Augmented Monstrous Humanoid)
Hit Dice: 6d12 (39 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19–20), or paralyzing touch +6 melee touch (1d8+5 + paralysis) or by spell +6 melee touch or +8 ranged touch
Full Attack: Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and paralyzing touch +1 melee touch (1d8+5 plus paralysis) or paralyzing touch +6 melee touch (1d8+5 + paralysis) or by spell +6 melee touch or +8 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, turn resistance +4
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 10, Dex 15, Con —, Int 14, Wis 15, Cha 17
Skills: Bluff +10, Concentration +6^, Diplomacy +5, Disguise +10 (+12 acting), Hide +10, Intimidate +5, Listen +10, Move Silently +16, Search +10, Sense Motive +10, Spot +17
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Point Blank Shot, Precise Shot, Skill Focus (Concentration), Spell Focus (necromancy), and Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 15 (17 with crown)
Treasure: Double standard plus the Lich's Crown
Alignment: Neutral evil
Advancement: None
Circe is indistinguishable from a normal human at distances greater than 30 feet (or closer, when she conceals her face). She often wears garments that enhance her body while hiding her face behind a veil.
Circe is 6 feet tall and weights 125 pounds.
Circe speaks Common.
COMBAT
Circe uses guile and charm to close with her victims then uses her touch attack like she previously used her gaze, she just has to get them a little closer. She saves her fear aura until she attacks the first victim, throwing off her veil and appearing as menacing as possible. She resorts to spells only if her touch does not work, usually starting with her most powerful spells.
Touch Attack (Su): Circe has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 16) halves the damage.
Fear Aura (Su): Circe is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Circe (unveiled) must succeed on a Will save DC 16 or be affected as though by a fear spell from a 6th level sorcerer. A creature that successfully saves cannot be affected again by Circe's aura for 24 hours. Circe shrouds her aura as well as her head and face to entice victims closer until she begins her touch attacks.
Paralyzing Touch (Su): Any living creature Circe hits with her touch attack must succeed on a Fortitude save DC 16 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 Circe seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Circe has +4 turn resistance.
Damage Reduction (Su): Circe's undead body is tough, giving her damage reduction 15/bludgeoning and magic. Her natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Circe has immunity to cold, electricity, polymorph (though she can use polymorph effects on herself), and mind-affecting attacks.
Spells: Save DC 13 + spell level; 15 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Circe has just finished her transformation into a crown lich and thus has no bonus spells memorized yet.
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Cause fear*, chill touch*, expeditious retreat, ray of enfeeblement*
2nd Acid arrow, command undead*, scare*, spectral hand*
3rd Arcane sight, ray of exhaustion*, stinking cloud, vampiric touch*
4th Animate dead*, bestow curse*, enervation*, fear*
5th Cloudkill, symbol of pain*, teleport, waves of fatigue*
6th Create undead*, eyebite*, symbol of fear*, true seeing
7th Finger of death*, symbol of weakness*, waves of exhaustion*
8th Create greater undead*, horrid wilting*, symbol of death*
9th Energy drain*, wail of the banshee*
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
^Circe gains a +4 bonus to Concentration checks when casting defensively.
Note: Without the crown, Circe has only spells of 7th level and below available.
5. GYNOSPHINX CROWN LICH
Mensah
Large Undead (Augmented Magical Beast)
Hit Dice: 8d12 (52 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (poor)
Armor Class: 21 (–1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +8/+16
Attack: Claw +11 melee (1d6+4) or paralyzing touch +11 melee touch (1d8 +5 plus paralysis) or by spell +11 melee touch or +8 ranged touch
Full Attack: Claw +11 melee (1d6+1d8+9 plus paralysis) and claw +11 melee (1d6+4) or paralyzing touch +11 melee touch (1d8+5 plus paralysis) or by spell +11 melee touch or +8 ranged touch
Space/Reach: 10 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: Darkvision 60 ft., DR 15/bludgeoning and magic, immunities, low-light vision, turn resistance +4
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 19, Dex 12, Con —, Int 20, Wis 21, Cha 21
Skills: Bluff +16, Concentration +19^, Diplomacy +9, Disguise +5 (+7 acting), Hide +5, Intimidate +14, Listen +26, Move Silently +9, Search +13, Sense Motive +24, Spot +26
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Spell Focus (necromancy), Skill Focus (Concentration), Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 18 (18 with crown)
Treasure: Double standard plus the Lich's Crown
Alignment: Neutral evil
Advancement: None
Mensah is an enigmatic creature with great, feathery wings and leonine body.
Mensah is about 9 feet long and weighs 775 pounds.
Mensah speaks Sphinx, Common, and Draconic.
Combat
Mensah fights on the ground, using her wings to help her pounce much as lions do. If outnumbered by earthbound creatures, Mensah takes wing and attacks on the fly.
In close combat, Mensah uses her powerful claws to flay the flesh from her enemies. Despite her deadly nature, she prefers to avoid melee combat whenever possible, using her spells from a distance.
Touch Attack (Su): Mensah has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 19) halves the damage.
Fear Aura (Su): Mensah is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Mensah (unveiled) must succeed on a Will save DC 19 or be affected as though by a fear spell from a 8th level sorcerer. A creature that successfully saves cannot be affected again by Mensah's aura for 24 hours. 8
Paralyzing Touch (Su): Any living creature Mensah hits with her touch attack must succeed on a Fortitude save DC 19 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 Mensah seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Mensah has +4 turn resistance.
Damage Reduction (Su): Mensah's undead body is tough, giving her damage reduction 15/bludgeoning and magic. Her natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Mensah has immunity to cold, electricity, polymorph (though she can use polymorph effects on herself), and mind-affecting attacks.
Spells: Save DC 15 + spell level; 17 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Spells/day: 4/6/5/5/5/4/3/3/2
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Cause fear*, chill touch* (x2), expeditious retreat, ray of enfeeblement*(x2)
2nd Acid arrow (x2), command undead*, scare*, spectral hand*
3rd Arcane sight, ray of exhaustion*, stinking cloud, vampiric touch*(x2)
4th Animate dead*, bestow curse*, enervation*(x2), fear*
5th Cloudkill, symbol of pain*, teleport (x2), waves of fatigue*
6th Create undead*, eyebite*, symbol of fear*, true seeing
7th Finger of death*, symbol of weakness*, waves of exhaustion*
8th Create greater undead*, horrid wilting*, symbol of death*
9th Energy drain*, wail of the banshee*
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Mensah gains a +4 bonus to Concentration checks when casting defensively.
Note: Without the crown, Mensah still has her full complement of spells available.
6. SEA HAG CROWN LICH
Marie Celeste
Medium Undead (Augmented Monstrous Humanoid, Aquatic)
Hit Dice: 3d12 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Claw +7 melee (1d4+4) or paralyzing touch +7 melee touch (1d8+5 plus paralysis) or by spell +7 melee touch or +4 ranged touch
Full Attack: Claw +7 melee (1d4+1d8+9 plus paralysis) and claw +7 melee (1d4+4) or paralyzing touch +7 melee touch (1d8+5 plus paralysis) or by spell +7 melee touch or +4 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, paralyzing touch, spells
Special Qualities: DR 15/bludgeoning and magic, immunities, turn resistance +4
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 19, Dex 12, Con —, Int 12, Wis 15, Cha 16
Skills: Concentration +6^, Knowledge (arcana) +4, Hide +12, Listen +13, Move Silently +9, Sense Motive +10, Spot +13, Swim +4
Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Skill Focus (Concentration), Spell Focus (necromancy), Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 11 (14 with crown)
Treasure: Standard
Alignment: Neutral evil
Advancement: None
Most often found in her overgrown lake; Marie Celeste is about the same height and weight as a female human.
She is not subtle and prefers a direct approach to combat.
She usually remains in hiding until she can affect as many foes as possible with her fear aura.
COMBAT
Touch Attack (Su): Marie Celeste has a touch attack that deals 1d8+5 negative energy damage to living foes. A successful Will save (DC 14) halves the damage.
Fear Aura (Su): Marie Celeste is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at Marie Celeste (unveiled) must succeed on a Will save DC 14 or be affected as though by a fear spell from a 3rd level sorcerer. A creature that successfully saves cannot be affected again by Marie Celeste's aura for 24 hours. 8
Paralyzing Touch (Su): Any living creature Marie Celeste hits with her touch attack must succeed on a Fortitude save DC 14 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 Marie Celeste seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Turn Resistance (Ex): Marie Celeste has +4 turn resistance.
Damage Reduction (Su): Marie Celeste's undead body is tough, giving her damage reduction 15/bludgeoning and magic. Her natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Marie Celeste has immunity to cold, electricity, polymorph (though she can use polymorph effects on herself), and mind-affecting attacks.
Spells: Save DC 15 + spell level; 17 + spell level for necromantic spells (marked with an asterisk) as an 18th level caster. Spells/day: 4/6/5/5/5/4/3/3/2
0th Detect magic, mage hand, read magic, touch of fatigue*
1st Cause fear*, chill touch* (x2), expeditious retreat, ray of enfeeblement*(x2)
2nd Acid arrow (x2), command undead*, scare*, spectral hand*
3rd Arcane sight, ray of exhaustion*, stinking cloud, vampiric touch*(x2)
4th Animate dead*, bestow curse*, enervation*(x2), fear*
5th Cloudkill, symbol of pain*, teleport (x2), waves of fatigue*
6th Create undead*, eyebite*, symbol of fear*, true seeing
7th Finger of death*, symbol of weakness*, waves of exhaustion*
8th Create greater undead*, horrid wilting*, symbol of death*
9th Energy drain*, wail of the banshee*
Skills: Crown liches gain a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
^Marie Celeste gains a +4 bonus to Concentration checks when casting defensively.
Note: Without the crown, Marie Celeste has only spells of 6th level and below available.