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<blockquote data-quote="Obly99" data-source="post: 8762745" data-attributes="member: 7035194"><p>My version of the Demilich template</p><p></p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Demilich</span></strong></p><p></p><p>“Demilich” is a template that can be added to any lich. It uses all the lich’s statistics and special abilities except as noted here. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.</p><p></p><p><strong>Size</strong></p><p>Small and smaller liches become Diminutive demiliches, Medium-size and Large liches become Tiny demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches.</p><p></p><p><strong>Hit Dice</strong></p><p>As lich.</p><p></p><p><strong>Sense</strong></p><p>A demich gain spiritsense 60 ft.</p><p></p><p><em>Spiritsense (Su)</em></p><p>A demilich notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.</p><p></p><p><strong>Speed</strong></p><p>Change to fly 180 ft. (perfect). The lich’s supernatural fly speed, if any, is also retained.</p><p></p><p><strong>AC</strong></p><p>The demilich retains the lich’s +5 natural armor bonus and gains a profane bonus to AC equal to its spell casting ability modifier (see unholy grace), as well as a probable size adjustment to AC.</p><p></p><p><strong>Attack</strong></p><p>The demilich gains an insight bonus equal to its spell casting ability modifier as a bonus on its touch attacks.</p><p></p><p><strong>Damage</strong></p><p>The demilich gains an enhanced touch attack which replaces that of its previous lich form (it now uses its entire flying skull to make the touch attack). The demilich’s touch attack deal 10d6+20 (1d6+2 for every 2 Hit Dice of the demilich) points of damage and it carry the cursed touch. Liches with other natural attacks lose them.</p><p></p><p><strong>Special Attacks</strong></p><p>The demilich retains all the lich’s special attacks and also gains those described below.</p><p></p><p><strong>Terror Aura (Su)</strong></p><p>Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that looks upon a demilich must succeed on a Will save or become panicked for a number of rounds equal to the demilich’s total Hit Dice. Creatures with 5 HD or more must succeed at a Will save or be frightened for a number of rounds equal to the demilich’s total Hit Dice. A creature that successfully saves cannot be affected again by the same demilich’s aura for 24 hours. This is a fear, mind-affecting effect. The save DC is 10 + 1/2 demilich’s HD + demilich’s spell casting ability modifier. This ability replace the lich fear aura.</p><p></p><p><strong>Empowered Necromancy (Su)</strong></p><p>All of a demilich’s spells and spell-like abilities from the necromancy school are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells.</p><p></p><p><strong>Cursed Touch (Su)</strong></p><p>Any living creature a demilich hits with its touch attack must succeed on a Fortitude save DC 10 + 1/2 demilich’s HD + demilich’s spell casting ability modifier or be paralyzed and cursed by a Death Curse that slowly wastes them away.</p><p></p><p>The curse must be removed before any attempt to remove the paralysis can occur. Further, the curse slowly drains away the target’s Constitution at the rate of one point of Constitution drain a day. A creature’s Con cannot be restored until the curse is removed. If the creature’s Con is reduced to 0, it immediately disintegrates into a pile of ash and bones. Only powerful magic, such as true resurrection, miracle or wish, can bring them back to life. After the curse is removed, remove paralysis can free the victim. If the attempt to remove the curse fails, the creature’s Constitution immediately goes to 0 and it dies as above. The paralysis cannot otherwise be dispelled. Anyone under the effect of the cursed touch seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. Creatures immune to paralysis, except for other liches or demiliches, can still be inflicted by the demilich’s touch while the Constitution drain is a curse effect. This curse counts as having a caster level equal to the demilich HD and a spell level equal to ½ demilich HD. This ability replace the lich paralyzing touch.</p><p></p><p><strong>Perfect Still Spell (Su)</strong></p><p>The demilich cast all of his spells as if they were modified by the Still Spell feat. This does not increase their level or casting time.</p><p></p><p><strong>Supreme Necromancer (Su)</strong></p><p>The demilich spell and spell like ability ignore immunity to death effects, effect that requires a Fortitude save, energy drain effects or necromancy effects.</p><p></p><p><strong>Spells</strong></p><p>The demilich can cast any spells it could cast as a lich.</p><p></p><p><strong>Spell-Like Abilities</strong></p><p>Constant—freedom of movement, true seeing;</p><p></p><p>At will—alter self, astral projection, create greater undead, death knell, enervation, greater bestow curse, greater dispel magic, harm, telekinesis;</p><p></p><p>3/day—finger of death, greater planar ally, wail of the banshee, weird.</p><p></p><p>Demiliches use these spell-like abilities with caster level equal to their spellcaster level.</p><p></p><p><strong>Telekinetic Storm (Su)</strong></p><p>As a special use of its telekinesis spell-like ability, a demilich can churn up its treasure, dust, bones, and other loose debris in the area into a whirling storm about its skull. The storm obscures vision as a fog cloud within a 20-foot spread centered on the demilich’s skull. Creatures within the storm take 12d6 points of damage per round on the demilich’s turn (Reflex DC same as the normal telekinesis spell for half damage). The demilich can maintain the storm indefinitely by concentrating.</p><p></p><p><strong>Trap the Soul (Su)</strong></p><p>As a standard action with a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. The target is allowed a Fort saving throw (DC 10 + 1/2 demilich’s HD + demilich’s spell casting ability modifier). If the target makes its saving throw, it gains two permanent negative levels. If the target fails its save, its soul is immediately drawn into one of the gems in the demilich’s skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature’s soul remains trapped in the gemstone, it cannot be restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. This is a death effect.</p><p></p><p><strong>Special Qualities</strong></p><p>The demilich retains all the lich’s special qualities and also has those described below.</p><p></p><p><strong>Immunity to Magic (Su)</strong></p><p>A demilich is immune to any spell and spell-like ability that allows spell resistance. Demilich is also immune to the effect of antimagic field and dead magic zone. In addition, certain spells function differently against the demilich, as noted below.</p><p></p><p>A dispel evil spell deals 2d6 points of damage, with no saving throw.</p><p></p><p>Holy smite affects a demilich normally.</p><p></p><p>A power word kill spoken by an ethereal caster deals 50 points of damage to the demilich if it fails a Fortitude save (with a DC determined as though the spell allowed a saving throw).</p><p></p><p>A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw.</p><p></p><p><strong>Phylactery Transference (Su)</strong></p><p>Headbands, armor, belts, rings, cloaks, shield, and other wearable items kept in close association with the demilich’s phylactery (within 1 foot per Hit Dice) transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. Armor and shield transfer all their benefits without giving any armor check penalty or spell failure chance.</p><p></p><p><strong>Unholy Grace (Su)</strong></p><p>A demilich gains a profane bonus on saves and AC equal to its spell casting ability modifier (a Wizard use Int, a Sorcerer Cha, a Cleric Wis, etc.).</p><p></p><p><strong>Channel Resistance (Ex)</strong></p><p>A demilich has channel resistance +20 (this replace channel resistance +4).</p><p></p><p><strong>Damage Reduction (Su)</strong></p><p>A demilich loses any previous damage reduction and instead has damage reduction 20/—. Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction (demiliches cannot be beheaded).</p><p></p><p><strong>Resistances (Ex)</strong></p><p>Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.</p><p></p><p><strong>Feats</strong></p><p>Demiliches gains Eschew Materials as a bonus feat.</p><p></p><p><strong>Saves</strong></p><p>Same as the lich and gains a profane bonus to save equal to its spell casting ability modifier (see unholy grace).</p><p></p><p><strong>Abilities</strong></p><p>A demilich gains +8 to Intelligence, Wisdom, and Charisma.</p><p></p><p><strong>Skills</strong></p><p>Demiliches receive a +20 racial bonus on Perception, Sense Motive, and Stealth checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).</p><p></p><p><strong>Creating Soul Gems</strong></p><p>Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have ten soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. Each soul gem costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. The soul gems and the phylactery of a demilich have 100 hit points, hardness 50, and a break DC of 60.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8762745, member: 7035194"] My version of the Demilich template [CENTER][B][SIZE=7]Demilich[/SIZE][/B][/CENTER] “Demilich” is a template that can be added to any lich. It uses all the lich’s statistics and special abilities except as noted here. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below. [B]Size[/B] Small and smaller liches become Diminutive demiliches, Medium-size and Large liches become Tiny demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches. [B]Hit Dice[/B] As lich. [B]Sense[/B] A demich gain spiritsense 60 ft. [I]Spiritsense (Su)[/I] A demilich notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. [B]Speed[/B] Change to fly 180 ft. (perfect). The lich’s supernatural fly speed, if any, is also retained. [B]AC[/B] The demilich retains the lich’s +5 natural armor bonus and gains a profane bonus to AC equal to its spell casting ability modifier (see unholy grace), as well as a probable size adjustment to AC. [B]Attack[/B] The demilich gains an insight bonus equal to its spell casting ability modifier as a bonus on its touch attacks. [B]Damage[/B] The demilich gains an enhanced touch attack which replaces that of its previous lich form (it now uses its entire flying skull to make the touch attack). The demilich’s touch attack deal 10d6+20 (1d6+2 for every 2 Hit Dice of the demilich) points of damage and it carry the cursed touch. Liches with other natural attacks lose them. [B]Special Attacks[/B] The demilich retains all the lich’s special attacks and also gains those described below. [B]Terror Aura (Su)[/B] Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that looks upon a demilich must succeed on a Will save or become panicked for a number of rounds equal to the demilich’s total Hit Dice. Creatures with 5 HD or more must succeed at a Will save or be frightened for a number of rounds equal to the demilich’s total Hit Dice. A creature that successfully saves cannot be affected again by the same demilich’s aura for 24 hours. This is a fear, mind-affecting effect. The save DC is 10 + 1/2 demilich’s HD + demilich’s spell casting ability modifier. This ability replace the lich fear aura. [B]Empowered Necromancy (Su)[/B] All of a demilich’s spells and spell-like abilities from the necromancy school are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells. [B]Cursed Touch (Su)[/B] Any living creature a demilich hits with its touch attack must succeed on a Fortitude save DC 10 + 1/2 demilich’s HD + demilich’s spell casting ability modifier or be paralyzed and cursed by a Death Curse that slowly wastes them away. The curse must be removed before any attempt to remove the paralysis can occur. Further, the curse slowly drains away the target’s Constitution at the rate of one point of Constitution drain a day. A creature’s Con cannot be restored until the curse is removed. If the creature’s Con is reduced to 0, it immediately disintegrates into a pile of ash and bones. Only powerful magic, such as true resurrection, miracle or wish, can bring them back to life. After the curse is removed, remove paralysis can free the victim. If the attempt to remove the curse fails, the creature’s Constitution immediately goes to 0 and it dies as above. The paralysis cannot otherwise be dispelled. Anyone under the effect of the cursed touch seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. Creatures immune to paralysis, except for other liches or demiliches, can still be inflicted by the demilich’s touch while the Constitution drain is a curse effect. This curse counts as having a caster level equal to the demilich HD and a spell level equal to ½ demilich HD. This ability replace the lich paralyzing touch. [B]Perfect Still Spell (Su)[/B] The demilich cast all of his spells as if they were modified by the Still Spell feat. This does not increase their level or casting time. [B]Supreme Necromancer (Su)[/B] The demilich spell and spell like ability ignore immunity to death effects, effect that requires a Fortitude save, energy drain effects or necromancy effects. [B]Spells[/B] The demilich can cast any spells it could cast as a lich. [B]Spell-Like Abilities[/B] Constant—freedom of movement, true seeing; At will—alter self, astral projection, create greater undead, death knell, enervation, greater bestow curse, greater dispel magic, harm, telekinesis; 3/day—finger of death, greater planar ally, wail of the banshee, weird. Demiliches use these spell-like abilities with caster level equal to their spellcaster level. [B]Telekinetic Storm (Su)[/B] As a special use of its telekinesis spell-like ability, a demilich can churn up its treasure, dust, bones, and other loose debris in the area into a whirling storm about its skull. The storm obscures vision as a fog cloud within a 20-foot spread centered on the demilich’s skull. Creatures within the storm take 12d6 points of damage per round on the demilich’s turn (Reflex DC same as the normal telekinesis spell for half damage). The demilich can maintain the storm indefinitely by concentrating. [B]Trap the Soul (Su)[/B] As a standard action with a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. The target is allowed a Fort saving throw (DC 10 + 1/2 demilich’s HD + demilich’s spell casting ability modifier). If the target makes its saving throw, it gains two permanent negative levels. If the target fails its save, its soul is immediately drawn into one of the gems in the demilich’s skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature’s soul remains trapped in the gemstone, it cannot be restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. This is a death effect. [B]Special Qualities[/B] The demilich retains all the lich’s special qualities and also has those described below. [B]Immunity to Magic (Su)[/B] A demilich is immune to any spell and spell-like ability that allows spell resistance. Demilich is also immune to the effect of antimagic field and dead magic zone. In addition, certain spells function differently against the demilich, as noted below. A dispel evil spell deals 2d6 points of damage, with no saving throw. Holy smite affects a demilich normally. A power word kill spoken by an ethereal caster deals 50 points of damage to the demilich if it fails a Fortitude save (with a DC determined as though the spell allowed a saving throw). A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw. [B]Phylactery Transference (Su)[/B] Headbands, armor, belts, rings, cloaks, shield, and other wearable items kept in close association with the demilich’s phylactery (within 1 foot per Hit Dice) transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. Armor and shield transfer all their benefits without giving any armor check penalty or spell failure chance. [B]Unholy Grace (Su)[/B] A demilich gains a profane bonus on saves and AC equal to its spell casting ability modifier (a Wizard use Int, a Sorcerer Cha, a Cleric Wis, etc.). [B]Channel Resistance (Ex)[/B] A demilich has channel resistance +20 (this replace channel resistance +4). [B]Damage Reduction (Su)[/B] A demilich loses any previous damage reduction and instead has damage reduction 20/—. Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction (demiliches cannot be beheaded). [B]Resistances (Ex)[/B] Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20. [B]Feats[/B] Demiliches gains Eschew Materials as a bonus feat. [B]Saves[/B] Same as the lich and gains a profane bonus to save equal to its spell casting ability modifier (see unholy grace). [B]Abilities[/B] A demilich gains +8 to Intelligence, Wisdom, and Charisma. [B]Skills[/B] Demiliches receive a +20 racial bonus on Perception, Sense Motive, and Stealth checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack). [B]Creating Soul Gems[/B] Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have ten soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. Each soul gem costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. The soul gems and the phylactery of a demilich have 100 hit points, hardness 50, and a break DC of 60. [/QUOTE]
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