Shade
Monster Junkie
Lich, Master (template)
http://www.enworld.org/forum/general-monster-talk/295726-converting-spelljammer-creatures-2.html
A master lich is a variation of the standard lich developed from a combination of incantations, potions, and promises made to dark, extradimensional powers. An undead creature becomes a master lich until such time as it must pay the price of the promises given to the dark powers.
A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds.
A master lich fears nothing more than the dark powers that helped create it, for they are the ones who will prove to be its undoing. A master lich seeks safety in numbers and protection from those who might seek to take the master lich to its final death.
The body of a master lich is dessicated, with the skin pulled back like leather over the skull and bones. Its deep-set, black eye sockets burn with white pinpoints of light.
A master lich speaks any languages it knew in life.
Creating a Master Lich
"Master lich" is a template that can be added to any humanoid creature (referred to hereafter as the base creature). Master liches of other kinds of creatures, such as dragons, might exist but use different templates. A master lich has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: A master lich gains a supernatural flight speed of 30 feet with good maneuverability (see Flight, below).
Armor Class: A master lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A master lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A master lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A master lich without natural weapons has a touch attack that uses negative energy to deal 3d6+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 3d6+5 points of extra damage on one natural weapon attack.
Special Attacks: A master lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise noted.
Paralyzing Touch (Su): Any living creature a master lich hits with its touch attack must succeed on a Fortitude save 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 master lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Rebuke/Command Undead (Su): A master lich rebukes and commands undead as a cleric of a level equal to its Hit Dice.
Spells: A master lich can cast any spells it could cast while alive.
Undead Army (Su): A master lich can transform any corpse touched as a skeleton or zombie as if using animate dead. A master lich has no limit to the number of skeletons and zombies it can control in this manner. As a free action, a master lich may use the senses of any one of its minions on the same plane, as if the master lich were in the minion's space.
Furthermore, a master lich can turn the corpses of a swarm of creatures into an undead swarm with the zombie or skeleton template. All the dead bodies of the swarm must be piled together, and the master lich then spends a full round action to animate them.
Special Qualities: A master lich retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Ex): A master lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning.
Fast Healing (Ex): A master lich heals 5 points of damage each round so long as it has at least 1 hit point.
Flight (Su): A master lich can fly at a speed of 30 feet with good maneuverability. This supernatural flight also grants it a permanent feather fall effect (as the spell) with personal range.
Immunities (Ex): Master liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Rejuvenation (Su): If a master lich is destroyed, it automatically reforms at its locus point (see below) 1d10 days later at full strength.
If a master lich's body is destroyed in the Abyss, the lich is permanently destroyed. Similarly, a master lich is permanently destroyed if its soul is trapped (by a trap the soul spell for example) and then released in the Abyss.
Spell Resistance (Ex): A master lich has spell resistance equal to the base creature’s HD + 5.
Turn Resistance (Ex): A master lich has +4 turn resistance. It cannot be turned if it is within 3,000 feet of its locus point.
Abilities: Increase from the base creature as follows: Str +4, Int +2, Wis +2, Cha +4. Being undead, a lich has no Constitution score.
Skills: Master liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Environment: Any.
Organization: Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons).
Challenge Rating: Same as the base creature + 2.
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
Locus Point
A master lich has achieved immortality through a dark bargain with the powers of the Infinite Layers of the Abyss. The spot where this bargain was sealed becomes the lich's locus point. Should the lich be destroyed, it will automatically reform at its locus point 1d10 days later at its full strength. This locus point is a 5 ft. square that radiates faint evil to a detect evil spell. A locus point cannot be destroyed by any means. If the floor is destroyed by a disintegrate or similar effect, it leaves the locus point hovering in mid air.
If a master lich is destroyed in the Abyss, the dark power that granted its immortality will claim the lich's spirit, consigning it to a final death. Of course, the master lich will do everything in its power to prevent its body or soul being transported to the Abyss. A master lich fears the dark powers of the Abyss more than anything else in the multiverse and is obsessive about keeping the terms of its bargain, for if a dark power should show up to collect the lich's immortal spirit in payment there is no mortal power that can prevent it.
A master lich can move its locus point at the lich's fly speed. The lich must stand on the locus point and concentrate while the locus point is moving.
Sample Master Liches
The following spellcasters have acquired the master lich template.
The Fool
Master Lich Human 13th-level Wizard/1st-level Fighter
Medium Undead
Hit Dice: 14d12 (91 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +7/+8
Attack: Touch +8 melee touch (3d6+5) or Death-Stealer +11 melee (1d8+3/19-20) or weapon +10 ranged (xdx)
Full Attack: Death-Stealer +11/+6 melee (1d8+3/19-20) and touch +3 melee touch (3d6+5) or weapon +10/+5 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing touch, rebuke/command undead, spells, undead army
Special Qualities: Damage reduction 15/bludgeoning, darkvision 60 ft., fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, spell resistance 18, summon familiar, +4 turn resistance, undead traits
Saves: Fort +6, Ref +7, Will +12
Abilities: Str 12, Dex 16, Con —, Int 18, Wis 14, Cha 17
Skills: Bluff +8, Concentration +16, Diplomacy +5, Disguise +3 (+5 acting), Hide +11, Intimidate +12, Knowledge (arcana) +20, Knowledge (the planes) +20, Listen +10, Move Silently +11, Profession (pilot) +18, Search +12, Sense Motive +10, Spellcraft +22, Spot +10, Survival +2 (+4 on other planes)
Feats: Craft Staff, Empower Spell, Greater Spell Focus (conjuration), Greater Spell Focus (enchantment), Heighten Spell, Iron Will, Scribe Scroll (B), Spell Focus (conjuration), Spell Focus (enchantment), Weapon Focus (longsword)
Environment: Any
Organization: Solitary or army (The Fool plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)
Challenge Rating: 16
Treasure: Standard coins; double goods; double items (including possessions listed below)
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4
Beginning ability scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13
Int boosted at 4th level
Dex boosted at 8th level
Dex boosted at 12th level
Combat
Death-Stealer: This +2 longsword is favored by undead and constructs, who do not suffer its drawback. A death-stealer bestows one negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. If the sword deals a critical hit it bestows two negative levels. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time the sword bestows negative levels to a foe, it also bestows one negative level on the wielder. These negative levels last until the wielder stops bearing the sword for 1 hour.
Finally, whenever a death-stealer slays a living, corporeal creature the corpse is turned into a zombie under the control of the wielder, as per the spell animate dead (caster level 13th).
Strong necromancy; CL 13th; Craft Magic Arms and Armor, animate dead, enervation; Price 30,315 gp; Cost 15,315 gp + 1,200 XP.
Wizard Spells Prepared (4/5/5/5/4/3/2/1; save DC 14 + spell level, conjuration and enchantment spells 16 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—mage armor, magic missile, shield, sleep, true strike;
2nd—detect thoughts, glitterdust, heightened hypnotism, misdirection, web;
3rd—displacement, empowered acid arrow, empowered ray of enfeeblement, empowered touch of idiocy, ray of exhaustion;
4th—black tentacles, charm monster, heightened hideous laughter, heightened stinking cloud;
5th—hold monster, mind fog, teleport;
6th—acid fog, planar binding;
7th—mass hold person.
Possessions: Death-stealer, staff of conjuration (30 charges).
Master Lich Human 16th-level Wizard/5th-level Archmage
Medium Undead
Hit Dice: 21d12 (136 hp)
Initiative: +6
Speed: 60 ft. (12 squares)*, fly 30 ft. (good)
Armor Class: 35 (+6 Dex, +5 natural, +8 bracers of armor, +5 deflection*, +1 insight*), touch 22, flat-footed 29
Base Attack/Grapple: +10/+11
Attack: Touch +11 melee touch (3d6+5) or staff of fiery power +16 melee (1d6+6 plus 1d6 fire)
Full Attack: Touch +11/+6 melee touch (3d6+5) or staff of fiery power +16/+11 melee (1d6+6 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: High arcana (arcane fire, arcane reach, mastery of elements, spell power, spell-like ability), paralyzing touch, rebuke/command undead, spells, undead army
Special Qualities: Damage reduction 15/bludgeoning, darkvision 60 ft., evasion*, fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, resistance to fire 30*, spell resistance 26, summon familiar, +4 turn resistance, undead traits
Saves: Fort +10*, Ref +16*, Will +23*
Abilities: Str 12, Dex 22*, Con —, Int 30*, Wis 20*, Cha 17
Skills: Balance +26*, Climb +21*, Concentration +27, Jump +32*, Knowledge (arcana) +34, Knowledge (the planes) +34, Spellcraft +39 (+41 scrolls), Spot +10*, Tumble +26*, Use Magic Device +12 (+14 scrolls)
Feats: Craft Rod, Empower Spell, Extend Spell, Greater Spell Focus (evocation), Heighten Spell, Improved Spell Capacity, Persistent Spell, Quicken Spell-Like Ability (chain lightning), Quicken Spell, Scribe Scroll (B), Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (evocation)
Environment: Any
Organization: Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)
Challenge Rating: 23
Treasure: Standard coins; double goods; double items (including possessions listed below)
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4
*Modified by magic items.
Beginning ability scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13
Int boosted at 4th level
Dex boosted at 8th level
Dex boosted at 12th level
Int boosted at 16th level
Int boosted at 20th level
Combat
Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/10*/5/2; save DC 20 + spell level, evocation spells DC 22 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—burning hands, magic missile (x2), shocking grasp, sleep, true strike, unseen servant;
2nd—detect thoughts, glitterdust, gust of wind, scorching ray, see invisibility, shatter, web;
3rd—blacklight, displacement, empowered acid arrow, empowered ray of enfeeblement, empowered scorching ray, ray of exhaustion;
4th—bestow curse, black tentacles, charm monster, empowered fireball, heightened hideous laughter, heightened stinking cloud;
5th—1 sacrificed for spell power, 1 sacrificed for spell-like ability, feeblemind, hold monster, mind fog, quickened true strike;
6th—1 sacrificed for spell-like ability (chain lightning), acid fog, disintegrate, empowered extended ice storm, empowered quickened magic missile, globe of invulnerability;
7th—1 sacrificed for arcane reach, empowered freezing sphere, greater teleport, persistent mage armor, persistent shield;
8th—1 sacrificed for mastery of elements, empowered spell turning, extended forcecage, extended mage's sword, heightened prismatic spray, irresistible dance, polar ray, polymorph any object, quickened wall of fire;
9th—1 sacrificed for arcane fire, dominate monster, empowered polar ray, meteor swarm, quickened cone of cold;
10th—empowered energy drain, persistent fire shield.
Possessions: Staff of fiery power, bracers of armor +8, ring of epic wizardry VIII, ring of protection +5, headband of intellect +6, periapt of wisdom +6, robe of the archmagi (black), boots of swiftness, rod of greater metamagic (quicken), tome of clear thought +4 (read at 20th level), darkskull, crystal ball with true seeing, glove of storing, dusty rose ioun stone, eyes of the eagle, 2 doses of unguent of timelessness, 2 doses of universal solvent, potion of barkskin +3.
Originally appeared in Legend of Spelljammer (1991).
http://www.enworld.org/forum/general-monster-talk/295726-converting-spelljammer-creatures-2.html
A master lich is a variation of the standard lich developed from a combination of incantations, potions, and promises made to dark, extradimensional powers. An undead creature becomes a master lich until such time as it must pay the price of the promises given to the dark powers.
A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds.
A master lich fears nothing more than the dark powers that helped create it, for they are the ones who will prove to be its undoing. A master lich seeks safety in numbers and protection from those who might seek to take the master lich to its final death.
The body of a master lich is dessicated, with the skin pulled back like leather over the skull and bones. Its deep-set, black eye sockets burn with white pinpoints of light.
A master lich speaks any languages it knew in life.
Creating a Master Lich
"Master lich" is a template that can be added to any humanoid creature (referred to hereafter as the base creature). Master liches of other kinds of creatures, such as dragons, might exist but use different templates. A master lich has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: A master lich gains a supernatural flight speed of 30 feet with good maneuverability (see Flight, below).
Armor Class: A master lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A master lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A master lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A master lich without natural weapons has a touch attack that uses negative energy to deal 3d6+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 3d6+5 points of extra damage on one natural weapon attack.
Special Attacks: A master lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise noted.
Paralyzing Touch (Su): Any living creature a master lich hits with its touch attack must succeed on a Fortitude save 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 master lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Rebuke/Command Undead (Su): A master lich rebukes and commands undead as a cleric of a level equal to its Hit Dice.
Spells: A master lich can cast any spells it could cast while alive.
Undead Army (Su): A master lich can transform any corpse touched as a skeleton or zombie as if using animate dead. A master lich has no limit to the number of skeletons and zombies it can control in this manner. As a free action, a master lich may use the senses of any one of its minions on the same plane, as if the master lich were in the minion's space.
Furthermore, a master lich can turn the corpses of a swarm of creatures into an undead swarm with the zombie or skeleton template. All the dead bodies of the swarm must be piled together, and the master lich then spends a full round action to animate them.
Special Qualities: A master lich retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Ex): A master lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning.
Fast Healing (Ex): A master lich heals 5 points of damage each round so long as it has at least 1 hit point.
Flight (Su): A master lich can fly at a speed of 30 feet with good maneuverability. This supernatural flight also grants it a permanent feather fall effect (as the spell) with personal range.
Immunities (Ex): Master liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Rejuvenation (Su): If a master lich is destroyed, it automatically reforms at its locus point (see below) 1d10 days later at full strength.
If a master lich's body is destroyed in the Abyss, the lich is permanently destroyed. Similarly, a master lich is permanently destroyed if its soul is trapped (by a trap the soul spell for example) and then released in the Abyss.
Spell Resistance (Ex): A master lich has spell resistance equal to the base creature’s HD + 5.
Turn Resistance (Ex): A master lich has +4 turn resistance. It cannot be turned if it is within 3,000 feet of its locus point.
Abilities: Increase from the base creature as follows: Str +4, Int +2, Wis +2, Cha +4. Being undead, a lich has no Constitution score.
Skills: Master liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Environment: Any.
Organization: Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons).
Challenge Rating: Same as the base creature + 2.
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
Locus Point
A master lich has achieved immortality through a dark bargain with the powers of the Infinite Layers of the Abyss. The spot where this bargain was sealed becomes the lich's locus point. Should the lich be destroyed, it will automatically reform at its locus point 1d10 days later at its full strength. This locus point is a 5 ft. square that radiates faint evil to a detect evil spell. A locus point cannot be destroyed by any means. If the floor is destroyed by a disintegrate or similar effect, it leaves the locus point hovering in mid air.
If a master lich is destroyed in the Abyss, the dark power that granted its immortality will claim the lich's spirit, consigning it to a final death. Of course, the master lich will do everything in its power to prevent its body or soul being transported to the Abyss. A master lich fears the dark powers of the Abyss more than anything else in the multiverse and is obsessive about keeping the terms of its bargain, for if a dark power should show up to collect the lich's immortal spirit in payment there is no mortal power that can prevent it.
A master lich can move its locus point at the lich's fly speed. The lich must stand on the locus point and concentrate while the locus point is moving.
Sample Master Liches
The following spellcasters have acquired the master lich template.
The Fool
Master Lich Human 13th-level Wizard/1st-level Fighter
Medium Undead
Hit Dice: 14d12 (91 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +7/+8
Attack: Touch +8 melee touch (3d6+5) or Death-Stealer +11 melee (1d8+3/19-20) or weapon +10 ranged (xdx)
Full Attack: Death-Stealer +11/+6 melee (1d8+3/19-20) and touch +3 melee touch (3d6+5) or weapon +10/+5 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing touch, rebuke/command undead, spells, undead army
Special Qualities: Damage reduction 15/bludgeoning, darkvision 60 ft., fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, spell resistance 18, summon familiar, +4 turn resistance, undead traits
Saves: Fort +6, Ref +7, Will +12
Abilities: Str 12, Dex 16, Con —, Int 18, Wis 14, Cha 17
Skills: Bluff +8, Concentration +16, Diplomacy +5, Disguise +3 (+5 acting), Hide +11, Intimidate +12, Knowledge (arcana) +20, Knowledge (the planes) +20, Listen +10, Move Silently +11, Profession (pilot) +18, Search +12, Sense Motive +10, Spellcraft +22, Spot +10, Survival +2 (+4 on other planes)
Feats: Craft Staff, Empower Spell, Greater Spell Focus (conjuration), Greater Spell Focus (enchantment), Heighten Spell, Iron Will, Scribe Scroll (B), Spell Focus (conjuration), Spell Focus (enchantment), Weapon Focus (longsword)
Environment: Any
Organization: Solitary or army (The Fool plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)
Challenge Rating: 16
Treasure: Standard coins; double goods; double items (including possessions listed below)
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4
Beginning ability scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13
Int boosted at 4th level
Dex boosted at 8th level
Dex boosted at 12th level
Combat
Death-Stealer: This +2 longsword is favored by undead and constructs, who do not suffer its drawback. A death-stealer bestows one negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. If the sword deals a critical hit it bestows two negative levels. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time the sword bestows negative levels to a foe, it also bestows one negative level on the wielder. These negative levels last until the wielder stops bearing the sword for 1 hour.
Finally, whenever a death-stealer slays a living, corporeal creature the corpse is turned into a zombie under the control of the wielder, as per the spell animate dead (caster level 13th).
Strong necromancy; CL 13th; Craft Magic Arms and Armor, animate dead, enervation; Price 30,315 gp; Cost 15,315 gp + 1,200 XP.
Wizard Spells Prepared (4/5/5/5/4/3/2/1; save DC 14 + spell level, conjuration and enchantment spells 16 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—mage armor, magic missile, shield, sleep, true strike;
2nd—detect thoughts, glitterdust, heightened hypnotism, misdirection, web;
3rd—displacement, empowered acid arrow, empowered ray of enfeeblement, empowered touch of idiocy, ray of exhaustion;
4th—black tentacles, charm monster, heightened hideous laughter, heightened stinking cloud;
5th—hold monster, mind fog, teleport;
6th—acid fog, planar binding;
7th—mass hold person.
Possessions: Death-stealer, staff of conjuration (30 charges).
Master Lich Human 16th-level Wizard/5th-level Archmage
Medium Undead
Hit Dice: 21d12 (136 hp)
Initiative: +6
Speed: 60 ft. (12 squares)*, fly 30 ft. (good)
Armor Class: 35 (+6 Dex, +5 natural, +8 bracers of armor, +5 deflection*, +1 insight*), touch 22, flat-footed 29
Base Attack/Grapple: +10/+11
Attack: Touch +11 melee touch (3d6+5) or staff of fiery power +16 melee (1d6+6 plus 1d6 fire)
Full Attack: Touch +11/+6 melee touch (3d6+5) or staff of fiery power +16/+11 melee (1d6+6 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: High arcana (arcane fire, arcane reach, mastery of elements, spell power, spell-like ability), paralyzing touch, rebuke/command undead, spells, undead army
Special Qualities: Damage reduction 15/bludgeoning, darkvision 60 ft., evasion*, fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, resistance to fire 30*, spell resistance 26, summon familiar, +4 turn resistance, undead traits
Saves: Fort +10*, Ref +16*, Will +23*
Abilities: Str 12, Dex 22*, Con —, Int 30*, Wis 20*, Cha 17
Skills: Balance +26*, Climb +21*, Concentration +27, Jump +32*, Knowledge (arcana) +34, Knowledge (the planes) +34, Spellcraft +39 (+41 scrolls), Spot +10*, Tumble +26*, Use Magic Device +12 (+14 scrolls)
Feats: Craft Rod, Empower Spell, Extend Spell, Greater Spell Focus (evocation), Heighten Spell, Improved Spell Capacity, Persistent Spell, Quicken Spell-Like Ability (chain lightning), Quicken Spell, Scribe Scroll (B), Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (evocation)
Environment: Any
Organization: Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)
Challenge Rating: 23
Treasure: Standard coins; double goods; double items (including possessions listed below)
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4
*Modified by magic items.
Beginning ability scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13
Int boosted at 4th level
Dex boosted at 8th level
Dex boosted at 12th level
Int boosted at 16th level
Int boosted at 20th level
Combat
Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/10*/5/2; save DC 20 + spell level, evocation spells DC 22 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—burning hands, magic missile (x2), shocking grasp, sleep, true strike, unseen servant;
2nd—detect thoughts, glitterdust, gust of wind, scorching ray, see invisibility, shatter, web;
3rd—blacklight, displacement, empowered acid arrow, empowered ray of enfeeblement, empowered scorching ray, ray of exhaustion;
4th—bestow curse, black tentacles, charm monster, empowered fireball, heightened hideous laughter, heightened stinking cloud;
5th—1 sacrificed for spell power, 1 sacrificed for spell-like ability, feeblemind, hold monster, mind fog, quickened true strike;
6th—1 sacrificed for spell-like ability (chain lightning), acid fog, disintegrate, empowered extended ice storm, empowered quickened magic missile, globe of invulnerability;
7th—1 sacrificed for arcane reach, empowered freezing sphere, greater teleport, persistent mage armor, persistent shield;
8th—1 sacrificed for mastery of elements, empowered spell turning, extended forcecage, extended mage's sword, heightened prismatic spray, irresistible dance, polar ray, polymorph any object, quickened wall of fire;
9th—1 sacrificed for arcane fire, dominate monster, empowered polar ray, meteor swarm, quickened cone of cold;
10th—empowered energy drain, persistent fire shield.
Possessions: Staff of fiery power, bracers of armor +8, ring of epic wizardry VIII, ring of protection +5, headband of intellect +6, periapt of wisdom +6, robe of the archmagi (black), boots of swiftness, rod of greater metamagic (quicken), tome of clear thought +4 (read at 20th level), darkskull, crystal ball with true seeing, glove of storing, dusty rose ioun stone, eyes of the eagle, 2 doses of unguent of timelessness, 2 doses of universal solvent, potion of barkskin +3.
Originally appeared in Legend of Spelljammer (1991).
Last edited: