Size:
Medium
Type:
Undead
Form:
biped
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
controller
Ground:
± 30'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite or weapon
Circumstance: Combat
1 bite or weapon
Special
Terror
Simply encountering a lich for the first time is so terrifying that the subject must save vs. Spells or flee for 2d6 rounds.
Special
Terrifying Gaze
Effective up to 30 feet, the affected target must save vs. Spells or be paralyzed in fright for 2d4 rounds.
Special
Touch Attack
A lich that hits a living target with its touch deals 1d8 points of damage and drains the victim of 1d4 points of Constitution while healing itself an equal amount of damage. The Constitution damage is permanent. Elves can ignore the first 10 points of Constitution drain; dwarves the first 4 points, and halflings the first 2 points. Lost Constitution can be regained at a rate of 1 point per casting of a restoration spell; nothing else (except a wish) can restore Constitution lost to a lich.
Special
Create Lesser Wight
Any character whose Constitution is reduced to zero dies immediately, but will rise in 1d4 rounds as a lesser wight under the command of the lich. The lesser wight deals 1d4 points of damage plus 1 point of Constitution damage. Anyone who becomes a lesser wight and then is slain is permanently dead and cannot be raised (but may still be reincarnated).
Special
Magical Weapons Required
A lich can only be hit by magical weapons or spells.
Special
Damage Resistance
Like a normal skeleton, it takes only half damage from edged weapons, and only a single point from arrows, bolts, or sling stones (plus any magical bonus).
Special
Undead Immunities
Can be Turned by a Cleric (as vampire, but with a -6 penalty on the check), and is immune to sleep, charm, or hold spells.
Special
Canopticept
A lich's life-force is kept safe within an object called a canopticept, often hidden and protected. This allows the lich to persist even when its physical form is destroyed; in that event, the monster's physical form will slowly regenerate at a rate of 1 HP per hour. In order to completely destroy a lich, its canopticept must be located and destroyed; however, only very powerful magic or catastrophic natural damage (a disintegrate spell, a wish, or throwing it into an active volcano) can actually damage the object.
Special
Spells and Powers
A lich is an undead former Magic-user or Cleric of at least 10th-level with all spells and powers intact. Despite having Magic-user or Clerical levels, the lich uses 1d8 for rolling HP like other monsters.
Environments
any
An undead former Magic-user or Cleric who used dark magic to prolong its life into undeath
A Lich is an undead former Magic-user or Cleric (of at least 10th-level with all spells and powers intact) who used dark magic to prolong its life into a state of undeath. A lich initially appears rather ghoulish or zombie-like, but after some time its body degrades and it begins to appear skeletal. In spite of its great powers, a lich will act to preserve itself by any means it has at its disposal. It knows the value and function of all magical items in its lair, and will use them to their greatest effect.
Simply encountering a lich for the first time is so terrifying that the subject must save vs. Spells or flee for 2d6 rounds. A lich's gaze is also terrifying; effective up to 30 feet, the affected target must save vs. Spells or be paralyzed in fright for 2d4 rounds. A lich prefers to attack with spells from a distance. A lich that hits a living target with its touch deals 1d8 points of damage and drains the victim of 1d4 points of Constitution while healing itself an equal amount of damage.
The Constitution damage is permanent, a result of physical and psychic drain. Due to longevity and/or vitality traits, elves can ignore the first 10 points of Constitution drain; dwarves th
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 touch or 1 spell
1-10 + paralysis or by spell
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Unholy Smite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.
Legendary Action
Cantrip
The hierophant lich casts a cantrip.
Legendary Action
Damnation (Costs 2 Actions)
The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours.
Legendary Action
Unholy Smite (Costs 2 Actions)
The heirophant lich uses its Unholy Smite.
Special
1st level (4 slots)
command, detect magic, protection from evil and good, sanctuary
Special
2nd level (3 slots)
blindness/deafness, hold person, silence
Special
3rd level (3 slots)
animate dead, dispel magic, spirit guardians
Special
4th level (3 slots)
banishment, freedom of movement, guardian of faith
Special
Cantrips (at will)
guidance, mending, sacred flame, thaumaturgy
Special
flame strike
5th level (1 slot)
Special
Legendary Resistance (3/day)
If the lich fails a saving throw, it can choose to succeed instead.
Special
Levitate
As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round.
Special
Rejuvenation
If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.
Special
Spellcasting
The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:
Special
Turn Resistance
The hierophant lich has advantage on saving throws against any effect that turns undead.
Special
Undead Nature
A hierophant lich doesn't require air, food, drink, or sleep.
The hierophant lich is a dry, dusty skeleton with fragments of hair and skin and a fierce, raging light of unholy zeal blazing in its eyes. It is often crowned by a black halo, wreathed in purple flames, or wielding a staff topped with a demonic head that whispers vile suggestions or wicked prophecies to it.
Servants of Dark Gods. The hierophant lich is always a devout follower of a dark god, demon lord, arch-devil, or creature of outer darkness. When the hierophant's mortal lifetime would normally end, its dark master grants it additional life, so that it may continue to serve darkness. Usually, this gift is dispensed as part of the burial rites of the hierophant lich. The creature rises just as its body is about to be buried. In other cases, it leaves its tomb shortly after burial, or it stands up when the fires of its cremation are just starting to catch.
Reborn at the Altar. Each hierophant lich has a sacred vessel that protects its vile soul. So long as this altar, unholy relic, or other sacred object remains whole, the hierophant lich is never permanently slain.
Pure Evil Bones. The bones of a hierophant lich are said to contain deep, unholy power that serves to produce unholy scrolls, wardings, or wands.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very Rare
any
Offense
1 Attack
Circumstance: Combat
2d6+paralysation
Offense
Special Attacks
Circumstance: Combat
Spell use (as Magic user, Cleric or both) at at least 18th level of ability; fear
Defense
Special Defenses
Circumstance: Combat
+1 or better weapon to hit; immune to cold, electrical, poison, paralysation, polymorph, and death magic, as well as sleep, charm, hold and other mental based attacks; spells that drain attributes or statistics also have no effect
Treasure
Treasure: (1d4+1)×1,000 cp (30%); (d4+1)×1,000 sp (25%); 1d6×1,000 ep (40%); (1d8+1)×1,000 gp (45%); 1d4×1,000 pp (25%); 5d8 gems (55%); 8d4 jewellery (45%); any 3 magic items save potions (40%)
Special
Spellcasting
Spell use (as Magic user, Cleric or both) at at least 18th level of ability. Those with magic user abilities will have multiple copies of powerful spell tomes.
Special
Paralysing Touch
Touch inflicts 2 dice of cold damage and victim must save vs paralysation or be held frozen to the spot for 3d8 turns.
Special
Fear Aura
Anything below 6th level beholding a lich (even in a reflection or a projected image) must save vs magic or never return to the area again.
Special
Phylactery
A spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife.
Special
Immunities
+1 or better weapon to hit; immune to cold, electrical, poison, paralysation, polymorph, and death magic, as well as sleep, charm, hold and other mental based attacks; spells that drain attributes or statistics also have no effect.
An undead former Magic-user or Cleric who used dark magic to prolong its life into undeath
Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is.
The lair of a lich will often be a complex underworld maze or a wickedly diseased stretch of thick wilderness, at whose black heart resides a tower riddled with magic traps and deadly guardians. Liches do not suffer the fools who would tread upon their mysteries.
Each lich will be able to cast an impressive battery of spells, and those with magic user abilities will have multiple copies of powerful spell tomes. Their magical ability, at a minimum, must be 18th, as only those mortals have travelled so far down the path of magic have even a hope of mastering the rituals of Lichdom. The mere touch of a lich will inflict 2 dice of cold damage upon the victim
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
+1 status to all saves vs. positive
Ability
Arcane Prepared Spells
DC 36, attack +26; 6th chain lightning, dominate, vampiric exsanguination; 5th cloudkill, cone of cold (x2), wall of ice; 4th dimension door, dispel magic, fire shield, fly; 3rd blindness, locate, magic missile, vampiric touch; 2nd false life, mirror image, resist energy, see invisibility; 1st fleet step, ray of enfeeblement (x2), true strike; Cantrips (6th) detect magic, mage hand, message, ray of frost, shield
Ability
Counterspell
Circumstance: Trigger: A creature casts a spell the lich has prepared.
The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell.
Ability
Drain Soul Cage
Frequency:
once per day
Effect: The lich taps into its soul cage's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability.
Ability
Frightful Presence
(aura, emotion, fear, mental) 60 feet, DC 29
Ability
Paralyzing Touch
(arcane, curse, incapacitation, necromancy) A creature damaged by the lich's hand Strike must succeed at a DC 32 Fortitude save. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive.
Ability
Steady Spellcasting
If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted.
Offense
Melee
Circumstance: combat round (melee)
hand +24 [+19/+14] (finesse, magical), Damage 4d8 negative plus paralyzing touch
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
potion of invisibility
scroll of teleport
staff of fire (greater)
Language
Abyssal
Aklo
Common
Draconic
Elven
Infernal
Necril
Undercommon
Perception
darkvision
Resistance
cold 10
physical 10 (except magic bludgeoning)
Actions/Abilities/Traits: Pathfinder 2e
The hierophant lich is a dry, dusty skeleton with fragments of hair and skin and a fierce, raging light of unholy zeal blazing in its eyes. It is often crowned by a black halo, wreathed in purple flames, or wielding a staff topped with a demonic head that whispers vile suggestions or wicked prophecies to it.
Servants of Dark Gods. The hierophant lich is always a devout follower of a dark god, demon lord, arch-devil, or creature of outer darkness. When the hierophant's mortal lifetime would normally end, its dark master grants it additional life, so that it may continue to serve darkness. Usually, this gift is dispensed as part of the burial rites of the hierophant lich. The creature rises just as its body is about to be buried. In other cases, it leaves its tomb shortly after burial, or it stands up when the fires of its cremation are just starting to catch.
Reborn at the Altar. Each hierophant lich has a sacred vessel that protects its vile soul. So long as this altar, unholy relic, or other sacred object remains whole, the hierophant lich is never permanently slain.
Pure Evil Bones. The bones of a hierophant lich are said to contain deep, unholy power that serves to produce unholy scrolls, wardings, or wands.
5e SRD
An undead former Magic-user or Cleric who used dark magic to prolong its life into undeath
A Lich is an undead former Magic-user or Cleric (of at least 10th-level with all spells and powers intact) who used dark magic to prolong its life into a state of undeath. A lich initially appears rather ghoulish or zombie-like, but after some time its body degrades and it begins to appear skeletal. In spite of its great powers, a lich will act to preserve itself by any means it has at its disposal. It knows the value and function of all magical items in its lair, and will use them to their greatest effect.
Simply encountering a lich for the first time is so terrifying that the subject must save vs. Spells or flee for 2d6 rounds. A lich's gaze is also terrifying; effective up to 30 feet, the affected target must save vs. Spells or be paralyzed in fright for 2d4 rounds. A lich prefers to attack with spells from a distance. A lich that hits a living target with its touch deals 1d8 points of damage and drains the victim of 1d4 points of Constitution while healing itself an equal amount of damage.
The Constitution damage is permanent, a result of physical and psychic drain. Due to longevity and/or vitality traits, elves can ignore the first 10 points of Constitution drain; dwarves th
Basic Fantasy Field Guide Omnibus
An undead former Magic-user or Cleric who used dark magic to prolong its life into undeath
Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is.
The lair of a lich will often be a complex underworld maze or a wickedly diseased stretch of thick wilderness, at whose black heart resides a tower riddled with magic traps and deadly guardians. Liches do not suffer the fools who would tread upon their mysteries.
Each lich will be able to cast an impressive battery of spells, and those with magic user abilities will have multiple copies of powerful spell tomes. Their magical ability, at a minimum, must be 18th, as only those mortals have travelled so far down the path of magic have even a hope of mastering the rituals of Lichdom. The mere touch of a lich will inflict 2 dice of cold damage upon the victim
OSRIC