Lich (CR +10)

"Lich" is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required phylactery. A lich retains all the base creature’s statistics and special abilities except as noted here.

Racial Traits

Standard Traits

  • CR: +10 (203 CP total)
  • Hit Dice: The lich adds 10 lich Hit Dice (d8) to the base creature's total Hit Dice. These HD stack with the base creature's HD to determine the number of feats, racial feats, skill proficiency increases, and any abilities or traits that scale off of the creature's total HD. (0 CP)
  • Alignment: Any evil
  • Type: The creature’s type changes to undead. Do not recalculate the base creature's base attack bonus, base saving throw bonuses, and skill ranks.
  • Ability Score Adjustment: Int +3, Wis +3, Cha +4. Liches have no Constitution score, and instead use their Charisma score in place of it score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. (20 CP)

Defense Racial Traits

  • Channel Resistance (Su): The lich adds half of it total Hit Dice as a bonus to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). (2 CP)
  • Damage Reduction: The lich gains DR/blundgeoning and good equal to its total Hit Dice. If the base creature already has DR/blundgeoning and good, the value is doubled. (12 CP)
  • Energy Immunity: The vampire gains immunity to cold and electricity. (8 CP)
  • Natural Armor: The lich gains a natural armor bonus equal to its total Hit Dice. If the base creature already had a natural armor bonus, the lich instead gains Improved Natural Armor as a bonus feat. (2 CP)
  • Phylactery Rejuvenation: When the lich is reduced to 0 hp, its phylactery immediately begins to rebuild the lich’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body). (2 CP)
  • Undead Immunities (Ex): The lich is immune to the following conditions: bleed, energy drain, exhaustion, fatigue, paralysis, sleep, and stunned. It is also immune to death, disease, mind-affecting, and poison effects and spells. It is also immune to ability drain, energy drain, nonlethal damage, and ability damage to Strength, Dexterity, and Constitution. It is not affected by raise dead or reincarnate effects or spells. Finally, the ghoul is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). (85 CP)
  • Undead Saving Throws: The lich increases its base Will saving throw bonus by +7. (2 CP)

Feat and Skill Racial Traits

  • Lich Skills: The lich gains the following as class skills: Autohypnosis, Craft, Disguise, Fly, Heal, Intimidate, Knowledge, Linguistics, Lore, Perception, Perform, Sense Motive, Spellcraft, Truespeak, and Use Magic Device. (15 CP)
  • Skill Ranks: The lich gains 4 + Intelligence modifier skill ranks per lich Hit Die. (1 CP)

Offense Racial Traits

  • Base Attack Bonus: The lich increases its base attack bonus by +7 (medium progression). (0 CP)
  • Fear Aura: Creatures in a 60-foot radius that looks at the lich must succeed on a Will save or become frightened if their total Hit Dice are less than half of the lich's total HD, or become shaken otherwise. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. This is a mind-affecting fear effect. At 7th Hit Die, and every 7 HD after, the aura's range increases by 5 feet. (13 CP)
  • Negative Touch Attack: The lich gains a melee touch attack that deals "other" natural attack damage for its size plus 1 for every 2 Hit Dice the lich possesses. Its damage is negative energy, and can be used to heal creatures with the Negative Energy Affinity or Powered by Negative Energy damage. At 7th HD, and every 7 HD after, the touch attack's damage die increases by 1 size. (5 CP)
  • Paralysis: A lich's touch attack inflicts permanent paralysis (Fort DC = 10 + 1/2 total Hit Dice + Charisma modifier). (20 CP)

Senses Racial Traits

  • Darkvision: The lich can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. If the base creature already had darkvision, its range increases by 30 feet. (2 CP)

Other Racial Traits

  • Powered by Negative Energy (Su): The lich is healed by negative energy and harmed by positive energy. (-1 CP)
  • Undead Biology (Ex): The lich does not need to breath, drink, eat, or sleep unless doing so benefits it. (15 CP)
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