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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 4157939" data-attributes="member: 2795"><p><strong>The Lord of Despair</strong></p><p></p><p><span style="color: limegreen">The Lord of Despair was once one of the Heavens' greatest warriors, a shining example of nobility and bravery, but as his reputation grew so too did his pride and ambition. After a few centuries, his hubris reached such unmanageable proportions that he led a mutiny against its heavenly overlords. The war was terrible in ways that defy mortal comprehension. The Lord of Despair lost and was cast out of the Heavens. Unfortunately, the Lord of Despair neither reformed nor wasted away in whatever infernal realm to which he was banished. Instead, he dedicated himself to malevolent, nameless powers, becoming a hierophant and then a lich. Today, the Lord of Despair serves the cause of tyranny. Its appearance on the Material Plane heralds doom and destruction on a massive scale.</span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">The Lord of Despair is ridiculously versatile. Between its lichiness, spell-like abilities, and cleric spells, there's little that it can't accomplish given time. On top of its magical prowess, it is also formidable in melee. BTW, several of his spells come from <u>Complete Divine</u>.</span></p><p></p><p>[sblock=The Lord of Despair; CR 21</p><p>Fallen planetar lich hierophant 5]</p><p>LE Large undead (augmented angel, evil, extraplanar)</p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +32, Spot +32</p><p><strong>Languages</strong> Celestial, Draconic, Infernal</p><p><strong>N.B.</strong> The Lord of Despair can speak with any creature that has a language as though using a <em>tongues</em> spell [CL 19th]; this supernatural ability is always active.)</p><p>-----</p><p><strong>AC</strong> 32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28; protective aura</p><p><strong>hp</strong> 123 (19 HD); <strong>DR</strong> 15/bludgeoning and good; <strong>fast healing</strong> 10; <strong>turn resistance</strong> +4</p><p><strong>Immune</strong> acid, cold, electricity, petrification, <em>polymorph</em> (except effects it uses on itself)</p><p><strong>Undead Traits</strong> immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, <em>sleep</em> effects, stunning</p><p><strong>Resist</strong> fire 10</p><p><strong>SR</strong> 30</p><p><strong>Fort</strong> +18, <strong>Ref</strong> +14, <strong>Will</strong> +20; protective aura</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares), fly 90 ft. (good)</p><p><strong>Melee</strong> <em>+3 greatsword</em> +25/+20/+15/+10 (3d6+13/19-20), or</p><p><strong>Melee (Power Attack)</strong> <em>+3 greatsword</em> +18/+13/+8/+3 (3d6+27/19-20), or</p><p><strong>Melee</strong> slam +22 (2d8+10 plus 1d8+5 negative energy plus paralysis/19-20), or</p><p><strong>Ranged Touch</strong> various spells +20</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +16; <strong>Grp</strong> +27</p><p><strong>Atk Options</strong> blast the infidel, Contagious Paralysis, damaging touch, destructive smite (1/day), divine reach (60 ft.), fear aura, Improved Sunder, paralyzing touch, Power Attack, smite good (1/day)</p><p><strong>Cleric Spells Prepared</strong> (6/8/8/8/7/6/6/5/3/2; CL 22nd, or 23rd for Law spells)<strong>:</strong></p><p>9th - <em>implosion</em>* (Fort DC 26), <em>miracle, summon monster VIII</em> (Extended) (L)</p><p>8th - <em>create greater undead, flame strike</em> (Ref DC 22 half) (Maximized), <em>fire storm</em> (Ref DC 25 half), <em>shield of law</em>* (Will DC 25) (L)</p><p>7th - <em>blasphemy</em> (Will DC 24), <em>dictum</em>* (Will DC 24) (L), <em>greater scrying</em> (Will DC 24), <em>inflict critical wounds</em> (Will DC 22 half) (Maximized), <em>repulsion</em> (Will DC 24), <em>searing light</em> (Corrupted, Maximized)</p><p>6th - <em>antilife shell, dragon breath</em> (DC 22) (Corrupted) (x2), <em>greater dispel magic, harm</em>* (Will DC 23 half), <em>symbol of persuasion</em> (Will DC 22), <em>word of recall</em></p><p>5th - <em>doomtide</em> (Will DC 21) (Extended), <em>energy vortex</em> (Ref DC 21 half) (Corrupted), <em>greater command</em> (Will DC 22), <em>mass inflict light wounds</em>* (Will DC 22 half), <em>plane shift</em> (Will DC 22), <em>righteous might, symbol of pain</em> (Fort DC 22)</p><p>4th - <em>castigate</em> (Fort DC 21 half) (x2), <em>divination, poison</em> (Fort DC 21) (x2), <em>protection from energy</em> (Extended), <em>order's wrath</em>* (Will DC 21 partial) (L), <em>wrack</em> (Fort DC 20) (Extended)</p><p>3rd - <em>animate dead, blindness/deafness</em> (Fort DC 20) (x2), <em>bull's strength</em> (Extended), <em>chain of eyes</em> (Will DC 20), <em>contagion</em>* (Fort DC 20), <em>owl's wisdom</em> (Extended), <em>prayer, stone shape</em></p><p>2nd - <em>death knell</em> (Will DC 19), <em>desecrate, divine favor</em> (Extended), <em>hold person</em> (Will DC 19) (x2), <em>shatter</em>* (DC 19), <em>silence</em> (Will DC 19), <em>spiritual weapon, undetectable alignment</em></p><p>1st - <em>bane</em> (Will DC 18), <em>deathwatch, detect chaos</em> (x2), <em>doom</em> (Will DC 18) (x2), <em>entropic shield</em>, <em>inflict light wounds</em>* (Will DC 18 half), <em>sanctuary</em> (Will DC 18)</p><p>0 - <em>detect magic, guidance</em> (x2), <em>mending, resistance</em> (x2)</p><p>* Domain spell. <strong>Domains</strong> Destruction, Law</p><p><strong>N.B.</strong> The Lord of Despair is a 17th-level cleric for determining spells prepared per day. A spell with the (L) label is a Lawful spell.</p><p><strong>Spell-Like Abilities</strong> (CL 17th)<strong>:</strong></p><p>At will - <em>bestow curse</em> (Will DC 20), <em>cause fear</em> (Will DC 18), <em>contagion</em> (Fort DC 20), <em>deeper darkness, dispel magic, invisibility</em> (self only), <em>lesser restoration, speak with dead</em> (Will DC 20), <em>unholy blight</em> (Will DC 21 partial)</p><p>3/day - <em>blade barrier</em> (Ref DC 23), <em>flame strike</em> (Ref DC 22 half), <em>polymorph (self only), power word stun</em>, <em>slay living</em> (Fort DC 22 partial), <em>waves of fatigue</em></p><p>1/day - <em>earthquake</em> (DC 25), <em>greater restoration, mass charm monster</em> (Will DC 25), <em>waves of exhaustion</em></p><p>-----</p><p><strong>Abilities</strong> Str 25, Dex 19, Con --, Int 24, Wis 25, Cha 25</p><p><strong>SQ</strong> Always active (as the spells, CL 17th) - <em>detect good, detect snares and pits, discern lies</em> (DC 21), <em>see invisibility, true seeing</em>. (They can be dispelled, but the fallen planetar can reactivate them as a free action.)</p><p><strong>Feats</strong> Contagious Paralysis, Corrupt Spell (B), Craft Wondrous Item, Extend Spell, Improved Critical (slam), Improved Initiative, Improved Sunder, Maximize Spell (B), Power Attack</p><p><strong>Skills</strong> Concentration +24, Diplomacy +26, Escape Artist +21, Hide +25, Intimidate +24, Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (the planes) +24, Knowledge (religion) +24, Listen +32, Move Silently +29, Search +32, Sense Motive +32, Spellcraft +9, Spot +32, Use Rope +4 (+6 with bindings)</p><p><strong>Possessions</strong> <em>+3 greatsword</em></p><p>-----</p><p><strong>Blast the Infidel (Su):</strong> Any chaotic good creature the Lord of Despair hits with any spell that involves inflicting or channeling negative energy takes maximum damage from the spell, just as if the spell had been Maximized (without using a higher-level spell slot).</p><p></p><p><strong>Contagious Paralysis:</strong> Any creature paralyzed by the Lord of Despair's paralyzing touch can confer paralysis to other creatures that touch it. Any creature touching an affected creature is immediately affected as if the Lord of Despair had delivered a paralyzing attack upon it (using the same save DC to resist). If a creature successfully saves against contagious paralysis, it cannot be affected by the Lord of Despair's paralysis for 24 hours.</p><p></p><p><strong>Corrupt Spell:</strong> This feat adds the evil descriptor to a spell. Furthermore, half the damage dealt by the spell results direct from divinepower is not subject to resistance or immunity.</p><p></p><p><strong>Damaging Touch (Su):</strong> A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. A DC 26 Will save halves the negative energy damage.</p><p></p><p><strong>Destructive Smite (Su):</strong> Make a single melee attack with a +4 bonus on attack rolls and a +17 damage bonus. This ability is usable once per day.</p><p></p><p><strong>Divine Reach (Su):</strong> The Lord of Despair can use touch spells on target up to 60 feet away. If the spell requires a melee touch attack, the Lord of Despair must make a ranged touch attack instead.</p><p></p><p><strong>Fast Healing (Ex):</strong> A fallen planetar's fast healing does not heal damage from epic good-aligned weapons and spells or effects with the good descriptor.</p><p></p><p><strong>Fear Aura (Su):</strong> 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 lich must succeed on a DC 26 Will save or be affected as though by a <em>fear</em> spell from a 22nd-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.</p><p></p><p><strong>Paralyzing Touch (Su):</strong> Any living creature a lich hits with its touch attack must succeed on a DC 26 Fortitude save or be permanently paralyzed. <em>Remove paralysis</em> or any spell that can remove a curse can free the victim (see the <em>bestow curse</em> 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.</p><p></p><p><strong>Protective Aura (Su):</strong> Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the fallen planetar. Otherwise, it functions as a <em>magic circle against evil</em> effect and a <em>lesser globe of invulnerability</em>, both with a radius of 20 ft. (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the Lord of Despair's stat block.)</p><p></p><p><strong>Smite Good (Su):</strong> Once per day a fallen planetar can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.</p><p></p><p><strong>Skills:</strong> A lich has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4157939, member: 2795"] [b]The Lord of Despair[/b] [color=limegreen]The Lord of Despair was once one of the Heavens' greatest warriors, a shining example of nobility and bravery, but as his reputation grew so too did his pride and ambition. After a few centuries, his hubris reached such unmanageable proportions that he led a mutiny against its heavenly overlords. The war was terrible in ways that defy mortal comprehension. The Lord of Despair lost and was cast out of the Heavens. Unfortunately, the Lord of Despair neither reformed nor wasted away in whatever infernal realm to which he was banished. Instead, he dedicated himself to malevolent, nameless powers, becoming a hierophant and then a lich. Today, the Lord of Despair serves the cause of tyranny. Its appearance on the Material Plane heralds doom and destruction on a massive scale. The Lord of Despair is ridiculously versatile. Between its lichiness, spell-like abilities, and cleric spells, there's little that it can't accomplish given time. On top of its magical prowess, it is also formidable in melee. BTW, several of his spells come from [u]Complete Divine[/u].[/color] [sblock=The Lord of Despair; CR 21 Fallen planetar lich hierophant 5] LE Large undead (augmented angel, evil, extraplanar) [b]Init[/b] +8; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +32, Spot +32 [b]Languages[/b] Celestial, Draconic, Infernal [b]N.B.[/b] The Lord of Despair can speak with any creature that has a language as though using a [i]tongues[/i] spell [CL 19th]; this supernatural ability is always active.) ----- [b]AC[/b] 32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28; protective aura [b]hp[/b] 123 (19 HD); [b]DR[/b] 15/bludgeoning and good; [b]fast healing[/b] 10; [b]turn resistance[/b] +4 [b]Immune[/b] acid, cold, electricity, petrification, [i]polymorph[/i] (except effects it uses on itself) [b]Undead Traits[/b] immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, [i]sleep[/i] effects, stunning [b]Resist[/b] fire 10 [b]SR[/b] 30 [b]Fort[/b] +18, [b]Ref[/b] +14, [b]Will[/b] +20; protective aura ----- [b]Speed[/b] 30 ft. (6 squares), fly 90 ft. (good) [b]Melee[/b] [i]+3 greatsword[/i] +25/+20/+15/+10 (3d6+13/19-20), or [b]Melee (Power Attack)[/b] [i]+3 greatsword[/i] +18/+13/+8/+3 (3d6+27/19-20), or [b]Melee[/b] slam +22 (2d8+10 plus 1d8+5 negative energy plus paralysis/19-20), or [b]Ranged Touch[/b] various spells +20 [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +16; [b]Grp[/b] +27 [b]Atk Options[/b] blast the infidel, Contagious Paralysis, damaging touch, destructive smite (1/day), divine reach (60 ft.), fear aura, Improved Sunder, paralyzing touch, Power Attack, smite good (1/day) [b]Cleric Spells Prepared[/b] (6/8/8/8/7/6/6/5/3/2; CL 22nd, or 23rd for Law spells)[b]:[/b] 9th - [i]implosion[/i]* (Fort DC 26), [i]miracle, summon monster VIII[/i] (Extended) (L) 8th - [i]create greater undead, flame strike[/i] (Ref DC 22 half) (Maximized), [i]fire storm[/i] (Ref DC 25 half), [i]shield of law[/i]* (Will DC 25) (L) 7th - [i]blasphemy[/i] (Will DC 24), [i]dictum[/i]* (Will DC 24) (L), [i]greater scrying[/i] (Will DC 24), [i]inflict critical wounds[/i] (Will DC 22 half) (Maximized), [i]repulsion[/i] (Will DC 24), [i]searing light[/i] (Corrupted, Maximized) 6th - [i]antilife shell, dragon breath[/i] (DC 22) (Corrupted) (x2), [i]greater dispel magic, harm[/i]* (Will DC 23 half), [i]symbol of persuasion[/i] (Will DC 22), [i]word of recall[/i] 5th - [i]doomtide[/i] (Will DC 21) (Extended), [i]energy vortex[/i] (Ref DC 21 half) (Corrupted), [i]greater command[/i] (Will DC 22), [i]mass inflict light wounds[/i]* (Will DC 22 half), [i]plane shift[/i] (Will DC 22), [i]righteous might, symbol of pain[/i] (Fort DC 22) 4th - [i]castigate[/i] (Fort DC 21 half) (x2), [i]divination, poison[/i] (Fort DC 21) (x2), [i]protection from energy[/i] (Extended), [i]order's wrath[/i]* (Will DC 21 partial) (L), [i]wrack[/i] (Fort DC 20) (Extended) 3rd - [i]animate dead, blindness/deafness[/i] (Fort DC 20) (x2), [i]bull's strength[/i] (Extended), [i]chain of eyes[/i] (Will DC 20), [i]contagion[/i]* (Fort DC 20), [i]owl's wisdom[/i] (Extended), [i]prayer, stone shape[/i] 2nd - [i]death knell[/i] (Will DC 19), [i]desecrate, divine favor[/i] (Extended), [i]hold person[/i] (Will DC 19) (x2), [i]shatter[/i]* (DC 19), [i]silence[/i] (Will DC 19), [i]spiritual weapon, undetectable alignment[/i] 1st - [i]bane[/i] (Will DC 18), [i]deathwatch, detect chaos[/i] (x2), [i]doom[/i] (Will DC 18) (x2), [i]entropic shield[/i], [i]inflict light wounds[/i]* (Will DC 18 half), [i]sanctuary[/i] (Will DC 18) 0 - [i]detect magic, guidance[/i] (x2), [i]mending, resistance[/i] (x2) * Domain spell. [b]Domains[/b] Destruction, Law [b]N.B.[/b] The Lord of Despair is a 17th-level cleric for determining spells prepared per day. A spell with the (L) label is a Lawful spell. [b]Spell-Like Abilities[/b] (CL 17th)[b]:[/b] At will - [i]bestow curse[/i] (Will DC 20), [i]cause fear[/i] (Will DC 18), [i]contagion[/i] (Fort DC 20), [i]deeper darkness, dispel magic, invisibility[/i] (self only), [i]lesser restoration, speak with dead[/i] (Will DC 20), [i]unholy blight[/i] (Will DC 21 partial) 3/day - [i]blade barrier[/i] (Ref DC 23), [i]flame strike[/i] (Ref DC 22 half), [i]polymorph (self only), power word stun[/i], [i]slay living[/i] (Fort DC 22 partial), [i]waves of fatigue[/i] 1/day - [i]earthquake[/i] (DC 25), [i]greater restoration, mass charm monster[/i] (Will DC 25), [i]waves of exhaustion[/i] ----- [b]Abilities[/b] Str 25, Dex 19, Con --, Int 24, Wis 25, Cha 25 [b]SQ[/b] Always active (as the spells, CL 17th) - [i]detect good, detect snares and pits, discern lies[/i] (DC 21), [i]see invisibility, true seeing[/i]. (They can be dispelled, but the fallen planetar can reactivate them as a free action.) [b]Feats[/b] Contagious Paralysis, Corrupt Spell (B), Craft Wondrous Item, Extend Spell, Improved Critical (slam), Improved Initiative, Improved Sunder, Maximize Spell (B), Power Attack [b]Skills[/b] Concentration +24, Diplomacy +26, Escape Artist +21, Hide +25, Intimidate +24, Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (the planes) +24, Knowledge (religion) +24, Listen +32, Move Silently +29, Search +32, Sense Motive +32, Spellcraft +9, Spot +32, Use Rope +4 (+6 with bindings) [b]Possessions[/b] [i]+3 greatsword[/i] ----- [b]Blast the Infidel (Su):[/b] Any chaotic good creature the Lord of Despair hits with any spell that involves inflicting or channeling negative energy takes maximum damage from the spell, just as if the spell had been Maximized (without using a higher-level spell slot). [b]Contagious Paralysis:[/b] Any creature paralyzed by the Lord of Despair's paralyzing touch can confer paralysis to other creatures that touch it. Any creature touching an affected creature is immediately affected as if the Lord of Despair had delivered a paralyzing attack upon it (using the same save DC to resist). If a creature successfully saves against contagious paralysis, it cannot be affected by the Lord of Despair's paralysis for 24 hours. [b]Corrupt Spell:[/b] This feat adds the evil descriptor to a spell. Furthermore, half the damage dealt by the spell results direct from divinepower is not subject to resistance or immunity. [b]Damaging Touch (Su):[/b] A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. A DC 26 Will save halves the negative energy damage. [b]Destructive Smite (Su):[/b] Make a single melee attack with a +4 bonus on attack rolls and a +17 damage bonus. This ability is usable once per day. [b]Divine Reach (Su):[/b] The Lord of Despair can use touch spells on target up to 60 feet away. If the spell requires a melee touch attack, the Lord of Despair must make a ranged touch attack instead. [b]Fast Healing (Ex):[/b] A fallen planetar's fast healing does not heal damage from epic good-aligned weapons and spells or effects with the good descriptor. [b]Fear Aura (Su):[/b] 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 lich must succeed on a DC 26 Will save or be affected as though by a [i]fear[/i] spell from a 22nd-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. [b]Paralyzing Touch (Su):[/b] Any living creature a lich hits with its touch attack must succeed on a DC 26 Fortitude save or be permanently paralyzed. [i]Remove paralysis[/i] or any spell that can remove a curse can free the victim (see the [i]bestow curse[/i] 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. [b]Protective Aura (Su):[/b] Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the fallen planetar. Otherwise, it functions as a [i]magic circle against evil[/i] effect and a [i]lesser globe of invulnerability[/i], both with a radius of 20 ft. (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the Lord of Despair's stat block.) [b]Smite Good (Su):[/b] Once per day a fallen planetar can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. [b]Skills:[/b] A lich has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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