Ophorious the Mind Delver; CR: 20; XP: 307,200; Half-Elf Lich Wizard 19 (Enchanter) Align: LE; Medium humanoid
Init: +6; Senses: darkvision 60 ft.; low-light vision; Perception +32
DEFENSE: AC: 29; TAC: 21; FFAC: 26; HD: 19d6+165; HP: 254; Saves: For: +18, Ref: +12, Will: +18; +2 vs. enchantments, +4 vs. mind-affecting spells SR: ; DR: 15/bludgeoning and magic; Special: mind blank, misdirection, spell turning; channel resistance +4, Immune: electricity, cold, fire (120 points) Resist: acid 30, sonic 30
OFFENSE: Speed: 35 ft,; Melee: touch +8/+3 (1d8+10 plus paralyzing touch)
Special Attacks: aura of despair (19 rounds/day)
Arcane School Spell-Like Abilities: (CL 19th; concentration +27)
11/day - dazing touch
Wizard Spells Prepared: (CL 19th; concentration +28);
9th - dominate monster (DC 30), power word kill, summon monster IX, weird (DC 28)
8th - horrid wilting (DC 27), incendiary cloud (DC 27), irresistible dance, mind blank, polymorph any object (DC 27)
7th - extended acid fog, quickened hold person (2) (DC 24), project image (DC 26), spell turning
6th - disintegrate (DC 25), greater dispel magic, greater heroism, mass suggestion (DC 27), quickened mirror image, repulsion (DC 25)
5th - cloudkill (DC 24), dominate person (DC 26), feeblemind (DC 26), hold monster (DC 26), mind fog (DC 26), teleport
4th - bestow curse (DC 23), charm monster (2) (DC 25), crushing despair (DC 25), enervation, greater invisibility, phantasmal killer (DC 23)
3rd - displacement, fly, hold person (DC 24), magic circle against good, protection from energy (2), slow (DC 22)
2nd - acid arrow (2), misdirection, resist energy (2), touch of idiocy (2), web (DC 21)
1st - charm person (DC 22), expeditious retreat, feather fall, mage armor, obscuring mist, ray of enfeeblement (DC 20), reduce person (DC 20)
0 (at will) - bleed (DC 19), daze (DC 21), mage hand, mending
Opposition Schools: divination, evocation
Statistics: Str: 8; Dex: 14; Con: -; Int: 28; Wis: 12; Cha: 26; BAB: +9; CMB: +8; CMD: 24
Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Extend Spell, Fleet, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Improved Iron Will, Iron Will, Quicken Spell, Scribe Scroll, Skill Focus (Perception), Spell Focus (enchantment)
Skills: Bluff (Ch) +17, Craft (puppets) (I) +16, Diplomacy (Ch) +17, Disguise (Ch) +12, Fly (D) +15, Handle Animal (Ch*) +7, Intimidate (Ch) +17, Knowledge (Arcana) (I*) +26, Knowledge (Dungeoneering) (I*) +16, Knowledge (Engineering) (I*) +16, Knowledge (Geography) (I*) +16, Knowledge (History) (I*) +21, Knowledge (Local) (I*) +21, Knowledge (Nature) (I*) +16, Knowledge (Nobility) (I*) +16, Knowledge (Planes) (I*) +16, Knowledge (Religion) (I*) +16, Perception (W) +32, Perform (comedy) (Ch) +12, Sense Motive (W) +23, Spellcraft (I*) +21, Stealth (D) +10; Racial Modifiers: +8 Perception, +8 Sense Motive, +8 Stealth
Special Abilities:
Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at a lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's fear aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster'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), usually with a burning need for revenge against those who previously destroyed it.
Special Qualities: arcane bond (+3 ring of protection), elf blood, enchanting smile
Languages: Common, Draconic, Dwarven, Elven, Giant, Goblin, Gnome, Halfling, Sylvan, Undercommon
Treasure: potion of cure serious wounds (3), scrolls of - mage's private sanctum (2), power word blind, summon monster VI (2), wand of displacement (20 charges), wand of fly (20 charges), wand of tongues (20 charges), +1 dagger, +4 amulet of natural armor, +4 belt of mighty constitution, +4 cloak of resistance, figurine of wondrous power (obsidian steed), +6 headband of vast intelligence, pearl of power (7th), pearl of power (4th), +3 ring of protection, spellbook, 2036gp
Phylactery is a heart-shaped box inside the wooden puppet of griffon.
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Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*);