Dodkong [Homebrew using SRD]
Dodkong
male lich stone giant sorcerer 10
Large Undead (Earth)
Hit Dice: 24d12 (156 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 23 (–1 size, +3 Dex, +11 natural, + magic armor?), touch 12, flat-footed 20
Base Attack/Grapple: +15/+27
Attack: Greatclub +22 melee (2d8+12); or weapon +22 melee (#d#+8); or slam +22 melee (1d4+8 plus optional paralyzing touch); or paralyzing touch +22 touch (see below); or rock +18 ranged (2d8+12)
Full Attack: Greatclub +22/+17/+12 melee (2d8+12); or weapon +22/+17/+12 melee (#d#+8) and paralyzing touch +17 touch (see below); or slam +22 melee (1d4+8 plus optional paralyzing touch) and slam +22 melee (1d4+8); or rock +18 ranged (2d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, paralyzing touch, rock throwing, spells
Special Qualities: Damage reduction 15/bludgeoning and magic, darkvision 60 ft., immunities (cold, electricity, polymorph (they can polymorph themselves), and mind-affecting attacks), low-light vision, phylactery, rock catching, +4 turn resistance, undead traits
Saves: Fort +12, Ref +10, Will +16
Abilities: Str 26, Dex 16, Con —, Int 16, Wis 16, Cha 20
Skills: Climb +, Hide +*, Jump +, Spot + plus sorcerer skills
Feats: Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot plus 4 sorcerer feats
Environment: Temperate mountains
Organization: Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn)
Challenge Rating: 15
Treasure: Standard coins; double goods; double items
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +8
The dodkong had the following ability scores before racial and template adjustments: Str 10, Dex 12, Con 8, Int 14, Wis 13, Cha 15.
The dodkong is proficient with all simple and martial weapons, light and medium armor, and shields.
Combat
The dodkong's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fear Aura {Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the dodkong must succeed on a DC 27 Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Immunities: Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Paralyzing Touch (Su): The dodkong has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a DC 27 Will save halves the damage. It can use its touch attack with its natural weaponry. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Any living creature a lich hits with its touch attack must succeed on a DC 27 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 lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Phylactery: An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.
Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Spells: The dodkong is a 10th-level sorcerer. It has all of the sorcerer's class abilities but has not bothered with Summon Familiar.
Typical Spells Known (6/8/7/7/6/4; save DC 15 + spell level)
0—one, two, three, four, five, six, seven, eight, nine;
1st—one, two, three, four, five;
2nd—one, two, three, four;
3rd—one, two, three;
4th—one, two;
5th—one.
Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
*A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.
Equipment: crown of Obadai plus gear. Standard treasure value for CR 15 is 22,000 gp but lich's get double goods and double items. A standard NPC of the Dodkong's level gets gear worth 59,000 gp.