Closed adventuremagic123 closed 4 years ago
Used your latest module that was available as of this afternoon at about 2:30pm. I used Hero Lab to produce this statblock. For greater accuracy, you might want to use one of the online resources. Hero Lab can truncate some of the text. All the other statblocks from Bestiary 3 imported -- a total of more than 86% imported!
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Awakened Demilich CR 16 XP 76,800 Male human awakened demilich necromancer 11 (Pathfinder RPG Bestiary 3 67) NE Tiny undead (augmented humanoid, human) Init +5; Senses darkvision 60 ft., life sight (10 feet, 11 rounds/day), true seeing; Perception +13
Defense
AC 30, touch 26, flat-footed 25 (+5 Dex, +4 natural, +5 profane, +2 size, +4 untyped bonus) hp 122 (11d6+66) Fort +13, Ref +13, Will +17 Defensive Abilities channel resistance +5, rejuvenation, unholy grace; DR 20/—; Immune acid, cold, electricity, magic, polymorph, undead traits Weaknesses vorpal susceptibility
Offense
Speed fly 30 ft. (perfect) Space 2½ ft.; Reach 0 ft. Special Attacks command undead (DC 20, 8/day), devour soul (DC 20), telekinetic storm Spell-Like Abilities (CL 11th; concentration +16) Constant—true seeing At will—greater bestow curse (DC 21), telekinesis (DC 20), wail of the banshee (20-ft.-rad spread centered on self) (DC 24) Arcane School Spell-Like Abilities (CL 11th; concentration +16) 8/day—grave touch (5 rounds) Necromancer Spells Prepared (CL 11th; concentration +16) 6th—globe of invulnerability 5th—cloudkill (DC 20), cloudkill (DC 20), cone of cold (DC 20), waves of fatigue 4th—dimension door, enervation, fire shield, wall of ice (DC 19), wall of ice (DC 19) 3rd—dispel magic, dispel magic, fireball (DC 18), suggestion (DC 18), vampiric touch, vampiric touch 2nd—false life, extended mage armor, scorching ray, see invisibility, spectral hand 1st—magic missile, magic missile, magic missile, ray of enfeeblement (DC 16), ray of enfeeblement (DC 16), shield, shield 0 (at will)—bleed (DC 15), detect magic, ray of frost, read magic Opposition Schools Illusion, Transmutation
Statistics
Str 6, Dex 21, Con —, Int 21, Wis 20, Cha 21 Base Atk +5; CMB +8; CMD 25 Feats Command Undead, Craft Wondrous Item, Eschew Materials, Extend Spell, Scribe Scroll, Still Spell Skills Fly +17, Intimidate +19, Perception +13, Sense Motive +13, Stealth +21; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth Languages Abyssal, Abyssal, Aklo, Aklo, Aquan, Auran, Celestial, Common, Draconic, Draconic, Dwarven, Elven, Giant, Giant, Gnome, Goblin, Ignan, Infernal, Infernal, Orc, Terran, Undercommon SQ arcane bond (object)
Ecology
Environment any Organization solitary
Special Abilities
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Channel Resistance +5 +5 bonus to save vs. Channel Energy. Command Undead (8/day, DC 20) Stnd act, 1 channel energy, undead in 30 ft. obey your commands as per control undead (Will neg). Damage Reduction (20/-) You have Damage Reduction against all attacks. Darkvision (60 feet) You can see in the dark (black and white only). Devour Soul (DC 20) (Su) Draw soul within 300 ft. into gem, destroy body (Fort part., 2 permanent neg. levels with save). Consume soul to heal 1d6 hp/soul's HD. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extend Spell Spell duration lasts twice as normal. +1 Level. Fly (30 feet, Perfect) You can fly! Grave Touch (5 rounds, 8/day) (Sp) As a standard action, touch shakes living foe 5 rds (frighten 1 rd if already shaken). Illusion You must spend 2 slots to cast spells from the Illusion school. Immunity to Ability Drain Immunity to ability drain Immunity to Acid You are immune to acid damage. Immunity to Bleed You are immune to bleed. Immunity to Cold You are immune to cold damage. Immunity to Death Effects You are immune to death effects. Immunity to Disease You are immune to diseases. Immunity to Electricity You are immune to electricity damage. Immunity to Energy Drain Immune to energy drain Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Immunity to Magic Immune except vs. dispel evil, holy smite, shatter, or power word kill. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Immunity to Nonlethal Damage You are immune to Nonlethal Damage Immunity to Paralysis You are immune to paralysis. Immunity to Physical Ability Damage Immune to ability damage to your physical abilities. Immunity to Poison You are immune to poison. Immunity to Polymorph You are immune to Polymorph effects. Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Life Sight (10 feet, 11 rounds/day) (Su) Gain special blindsight which only sees living and undead. Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. Rejuvenation (Su) Reform 2d6 days after destruction, unless special ritual is performed. Still Spell You can cast a spell with no somatic components. +1 Level. Telekinetic Storm (DC 15) (Su) Obscure vision as fog cloud and deal 12d6 dam in 20 ft radius (Ref half). Transmutation You must spend 2 slots to cast spells from the Transmutation school. Undead Traits Undead have many immunities. Unholy Grace (Su) A demilich gains a bonus on saves and a profane bonus to AC equal to its Charisma modifier. Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore a demilich's damage reduction.