Here we go...
Semilich, 11th-Level Human Wizard
Diminutive Undead (Augmented Humanoid)
Hit Dice: 11d12+3 (74 hp)
Initiative: +3
Speed: Fly 90 ft. (perfect)(18 squares)
Armor Class: 27 (+4 size, +3 Dex, +5 natural, +5 insight), touch 22, flat-footed 24
Base Attack/Grapple: +5/-7
Attack: Touch +14 melee (5d6+6 negative energy plus paralysis)
Full Attack: Touch +14 melee (5d6+6 negative energy plus paralysis)
Space/Reach: 1 ft./0 ft.
Special Attacks: Damaging touch, fear aura (DC 19), paralyzing touch (DC 19), perfect automatic still spell, spells, spell-like abilities
Special Qualities: Damage reduction 15/bludgeoning and magic, darkvision 60 ft., immunity to cold, electricity, polymorph, and mind-affecting effects, spell immunity (2 spells), +8 turn resistance, undead traits
Saves: Fort +3, Ref +6, Will +11
Abilities: Str 10, Dex 16, Con -, Int 23, Wis 18, Cha 19
Skills: Concentration +17, Decipher Script +16, Hide +31, Knowledge (arcana) +20, Listen +18, Move Silently +20, Search +22, Sense Motive +14, Spellcraft +22, Spot +18
Feats: Combat Casting, Craft Wondrous Item, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Still Spell, Toughness
Environment: Temperate plains
Organization: Solitary or troupe (semilich plus assorted undead with up to 22 total Hit Dice)
Challenge Rating: 16
Treasure: Standard coins; double goods; double items
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +8
A gem-encrusted skull lies amid a few scattered bones on a large pile of dust. Suddenly, the skull rises into the air, the dust forming a column beneath it.
Combat
A semilich's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
The Will save against this lich's fear aura and damaging touch, and the Fortitude save against its paralyzing touch, have a DC of 19.
Spell-Like Abilities: 3/day—create undead, death knell (DC 25), enervation, greater dispel magic, telekinesis (DC 25); 1/day—create greater undead, harm (DC 25; usually used to heal itself). Caster level 11th. The save DCs are equal to 10 + semilich's HD + semilich's Charisma modifier.
Wizard Spells Prepared (4/5/5/5/4/2/1; save DC 16 + spell level). 0-acid splash, detect magic, ray of frost*, touch of fatigue; 1st-expeditious retreat, magic missle (3), ray of enfeeblement; 2nd-mirror image, protection from arrows, scorching ray*, spectral hand, web; 3rd--dispel magic, fireball*, haste, lightning bolt*, vampiric touch; 4th-enervation, fear, ice storm*, shout*; 5th-cone of cold*, teleport; 6th-disentegrate.
*Because of Spell Focus (evocation) the save DC for these spells is 18 + spell level.
Possessions: Bracers of armor +4*, cloak of resistance +1*, potion of gaseous form, ring of protection +1*, scroll of summon monster IV (8th level), wand of magic missle (50 charges, 9th level).
Can no longer use; stat block modified accordingly.