Gath

Male human lich cleric 14; CR 16;
Medium undead (augmented humanoid);
HD 14d12; hp 91; Init +0; Spd 20 ft.; AC 27, touch 12, flat-footed 27;
Base Atk +10; Grp +11;
Atk +13 melee (1d8+3, +2 morningstar);
Full Atk +13/+8 melee (1d8+3, +2 morningstar) and +6 melee touch (1d8+5 plus paralysis, touch);
SA fear aura, paralyzing touch, rebuke undead 10/day (+5, 2d6+17, 14th), spells;
SQ damage reduction 15/bludgeoning and magic, turn resistance +4, immunity to cold, electricity, polymorph, and mind-affecting spells; AL NE;
SV Fort +9, Ref +4, Will +14; Str 13, Dex 10, Con —, Int 14, Wis 20, Cha 16.
Skills and Feats: Concentration +17, Diplomacy +20, Hide +3, Knowledge (arcana) +5, Knowledge (religion) +19, Listen +13, Move Silently +3, Search +10, Sense Motive +13, Spellcraft +18, Spot +13; Blind-Fight, Combat Casting, Craft Wondrous Item, Extra Turning, Quicken Spell.
Languages: Common, Draconic, Elven.
Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at a lich must succeed on a DC 20 Will save or be affected as though by a fear spell from a 14th-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a DC 20 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. 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.
Cleric Spells Prepared (caster level 14th): 0—detect magic (3), light, read magic (2); 1st—bane (DC 16), cause fear (DC 16), command (DC 16), doomD (DC 16), deathwatch, divine favor, obscuring mist, sanctuary (DC 16), shield of faith; 2nd—death knell (DC 17), desecrate, enthrall (DC 17), hold person (DC 17), ray of enfeeblementD, resist energ y, spiritual weapon; 3rd—animate deadD, bestow curse (DC 18), blindness/deafness (DC 18), deeper darkness, invisibility purge, speak with dead (DC 18); 4th—air walk, divine power, enervationD, giant vermin, poison (DC 19), spell immunity; 5th—greater command (DC 20), flame strike (DC 20), insect plague, righteous might, slay livingD (DC 20); 6th—antilife shellD, blade barrier (DC 21), greater dispel magic, harm (DC 21); 7th—blasphemy (DC 22), destructionD (DC 22), greater scrying (DC 22).
D: Domain spell. Domains: Death (death touch 1/day, damage 14d6), Decay (touch of decay 1/day, damage 1d4 Con against living creatures or 2d6+14 points against objects and nonliving creatures).
Possessions: +2 fire resistance full plate with armor spikes and locked gauntlet, +2 morningstar, ring of protection +2, scroll of destruction, true seeing, and geas/quest, special silver holy symbol (for destruction), 5 vials of unholy water.

A set of cruelly spiked full plate armor seems almost empty, as though little more than a skeleton were strapped inside. Bright pinpoints of blood-red light gleam inside the skull-shaped helmet. The fi gure hefts a black morningstar in its left hand, while its right hand seems to crackle with black energy.
Starting Attitude: Hostile
Modifiers: PCs worship the Keeper (+2).
If Hostile: Attacks, aiming to kill the party. Might let one PC live to see his companions reanimated as undead, then let the undead kill their former companion.
If Unfriendly: Attacks, aiming to kill and reanimate the entire party.
If Indifferent: Attacks unless the party is obviously very strong, and even then considers ways to lure them to their demise.
If Friendly: Offers to make the PCs his undead minions, tries to convert them to the worship of the Keeper, provides minor information about the City of the Dead.
If Helpful: As friendly, but provides more extensive information.

Source: Sharn: City of Towers

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