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The Dread

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Demilich

Str 10         Int 36 +13      
Dex 10         Wis 24 +7 
Con Ø          Cha 20 +5
Hit Dice: 21d12+3 (158 hp)
Armor Class: 40 (+4 size, +5 natural armor, +21 insight)
Speed: Fly 180 ft. (perfect)

Base Attack/Grapple: +10/-2 Attack: Touch +25 melee (5d6+10 plus paralyzing touch) Full Attack: Touch +25 melee (5d6+10 plus paralyzing touch) Space/Reach: 1 ft./0 ft. Special Attacks: Trap the soul, fear aura, paralyzing touch, Spellcaster Perfect Automatic Still Spell, spell-like abilities

Special Qualities: 
Acid/fire/sonic resistance 10          SR 35         DR 15/Magic and bludgeoning
Turn resistance +20                    Undead traits 
Immunity to cold, electricity, polymorph, and mind-affecting attacks
phylactery transference

Saves:

Fort +10
Ref +15
Will +25
Concentration +25                               Move Silently +23  
Craft (alchemy) +34                             Hide +35
Knowledge (arcana, religion, the planes) +34    Knowledge (history) +26
Listen +27                                      Search +34
Sense Motive +27                                Spellcraft +36
Spot +27

Feats:

Combat Casting          Enlarge Spell       Heighten Spell
Lightning Reflexes      Maximize Spell      Quicken Spell
Empower Spell           Spell Penetration   Toughness
Iron Will               Leadership

Epic Feats:

Automatic Quicken Spell     Improved Spell Capacity (10th)      Epic Leadership (any)

Castetr Level 21 Spells per day: 4/8/12/11/7/7/7/6/6/3) All spells 1st through 3rd are Quickened.

Contingency when 10HP is reached Harm spell on self healing 150HP

Spell DC 23+ level of the spell
1. Magic Missile x4, Mage Armor, Shield x2, Ray Enfeeblement
2. Web, False Life, Blindness/Deafness, Scorching Ray x4, Acid Arrow x4, Glitterdust
3.  Slow, Fireball, Lightning, Flame Arrow, Blink, Displacement, Ray of Exhaustion, Hold Person,
Hold Person, Stinking Cloud, Circle Prot Good
4.  Dimensional Anchor x2, Detect Scrying, Resilient Sphere, Wall Ice, Enervation, Bestow Curse
5.  Dismissal, Cloudkill, Feeblemind, Baleful Polymorph, Mind Fog, Dominate Person, Wall Stone
6.  Globe of invulnerability, Acid Fog, Flesh to Stone, Disintegrate, Max Scorching Ray x2,
Empower Enervation
7.  Power Word Blind, , Max Cone Cold, Banishment, Mage’s Sword, Reverse Gravity,
Waves of  Exhaustion
8.  Horrid Wilting; Polar Ray, Polymorph Any Object, Maze, Prismatic Wall, Power Word Stun
9.  Time Stop, Meteor Swarm, Crushing Hand, Weird, Quick Mind Fog, Quick Feeblemind
10. Max Delay Blast Fireball, Quick Greater Dispel Magic, Enlarge Energy Drain
Equipment
Headband of intellect +6 
Pink Ioun stone
Ring of wizardry III
Ring of Wizardry II
Cloak of resistance +6
Sphere of Annihilation

Perfect Automatic Still Spell (Ex) A demilich can cast all the spells it knows without gestures. Demiliches speak the languages they knew as liches and as living creatures. A demilich’s natural weapons are treated as Magic and Evil for the purpose of overcoming damage reduction.

Trap the Soul (Su) A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fortitude saving throw (DC 30). If the target makes its saving throw, it gains 3 negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. The DC is Charisma-based

Fear Aura (Su) Demiliches 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 demilich must succeed at a Will save (DC 19) or be affected as though by fear as cast by a 21st-level caster. The DC is Charisma-based.

Paralyzing Touch (Su) Any living creature a demilich touches must succeed at a Fortitude save (DC 30) 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 demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.

Spell-Like Abilities At will—astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, weird; 2/day—greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 25. The DC is Charisma-based.

Magic Immunity (Ex) Demiliches SR 35 to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.

Phylactery Transference (Su) Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery 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.

Undead Traits Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive dam-age, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Immunities (Ex) Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks The Sphere of Annihilation The Demi lich control score 1d20+34 Control range 250'

A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The object is actually a hole in the continuity of the multiverse. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character.

A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort (think of this as a mundane form of telekinesis, too weak to move actual objects but a force to which the sphere, being weightless, is sensitive). A character’s ability to gain control of a sphere of annihilation (or to keep controlling one) is based on the result of a control check against DC 30 (a move action). A control check is 1d20 + character level + character Int modifier. If the check succeeds, the character can move the sphere (perhaps to bring it into contact with an enemy) as a free action.

Control of a sphere can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (all DC 30) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per character level. The sphere’s speed in a round is 10 feet +5 feet for every 5 points by which the character’s control check result in that round exceeded 30.

If a control check fails, the sphere slides 10 feet in the direction of the character attempting to move it.

If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest.

Should a gate spell be cast upon a sphere of annihilation, there is a 50% chance (01-50 on d%) that the spell destroys it, a 35% chance (51-85) that the spell does nothing, and a 15% chance (86-100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane. If a rod of cancellation touches a sphere of annihilation, they negate each other in a tremendous explosion. Everything within a 60-foot radius takes 2d6×10 points of damage. Dispel magic and mage’s disjunction have no effect on a sphere