Mythic Lich Necromancer CR 26/MR 10
Human mythic lich necromancer 20
NE Medium undead (augmented humanoid, human, mythic)
Init +18 M; Senses darkvision 60 ft., see in darkness, spell perception, true seeing; Perception +33
Aura absolute terror (60-ft. radius, DC 39)
AC 52, touch 21, flat-footed 48 (+8 armor, +5 deflection, +4 Dex, +2 insight, +19 natural, +4 shield)
hp 392 (20d6+320)
Fort +21, Ref +18, Will +22
Defensive Abilities channel resistance +12, moment of prescience, rejuvenation, spell turning; DR 15/bludgeoning and magic; Immune acid, channel energy from non-mythic sources, cold, electricity, undead traits; Resist half damage from positive energy; SR 42
Speed 30 ft.; fly 60 ft. (good)
Melee touch +8 (1d8+10 plus 5d6 negative energy plus paralysis)
Special Attacks animate touch, channel negative energy (DC 29, 16/day), immediate counterspell, mythic power (12/day, surge +1d12), mythic spells (2/day), paralyzing touch (DC 39), wild arcana
Arcane School Spell-Like Abilities (CL 20th; concentration +33)
16/day—grave touch (10 rounds)
Necromancer Spells Prepared (CL 20th; concentration +39)
9th—energy drain (DC 36), foresight, mage’s disjunctionM, meteor swarmM (DC 32), time stopM, wail of the banshee (DC 36), wishM
8th—empowered disintegrateM (2, DC 29), horrid wilting (2, DC 35), mazeM, moment of prescience, trap the soul
7th—finger of deathM (2, DC 34), quickened fireballM, forcecage, greater scrying (DC 30), limited wish, spell turning
6th—acid fog, greater dispel magic (3), repulsion (DC 29), true seeing, empowered vampiric touchM
5th—cone of cold (DC 28), silent dimension door, dismissal (DC 28), dominate person (DC 28), quickened magic missile (2), wall of forceM, waves of fatigue
4th—black tentacles, detect scrying, dimension door, enervation (2), greater invisibility, empowered scorching ray, stoneskin
3rd—dispel magic (2), displacement, fireballM (DC 26), fly, haste, vampiric touchM (2)
2nd—detect thoughts (DC 25), false life (2), resist energy (3), extended shield (2)
1st—expeditious retreat, grease, magic missile (2), ray of enfeeblement (2, DC 28), shield, true strike (2)
0 (at will)—detect magic, mage hand, message, read magic
During Combat The mythic lich necromancer targets grouped PCs with horrid wilting, mage’s disjunction, and wail of the banshee. If seriously threatened, he casts time stop to relocate and hamper the PCs with spells such as forcecage.
Morale Once reduced to fewer than 150 hit points—or 250 hit points, if the daemon accompanying him is defeated— the mythic lich necromancer resolves to obliterate the PCs. He detonates the nearby notable artifact as a standard action. The consequences of this detonation are described in the source material.
Str 14, Dex 19, Con —, Int 36, Wis 14, Cha 28
Base Atk +10; CMB +12; CMD 19
Feats Command Undead, Craft Construct, Craft Wondrous Item, Empower Spell, Eschew MaterialsM, Extend Spell, Extra Mythic PowerM, Greater Spell Focus (necromancy), Improved InitiativeM, Improved Iron Will, Iron Will, Mythic Spell LoreB, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (necromancy)M, Spell Penetration, Still Spell, ToughnessM
Skills Acrobatics +25, Bluff +30, Diplomacy +30, Escape Artist +25, Fly +28, Intimidate +33, Knowledge (arcana, dungeoneering, history, planes, religion) +37, Perception +34, Sense Motive +34, Spellcraft +37, Stealth +36, Use Magic Device +30; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Orc, Undercommon
SQ arcane bond (amulet), life sight (40 feet, 20 rounds/day), mythic phylactery, perfect necromancer, sustained by magic
Combat Gear greater reach metamagic rod, greater silent metamagic rod, maximize metamagic rod, quicken metamagic rod, scrolls (contingency, discern location, gate, greater teleport, harm, mage’s disjunction, mass charm monster, project image, soul bind, time stop, and wish), wand of inflict critical wounds; Other Gear amulet of natural armor +4, belt of physical might +4 (Str, Dex), boots of teleportation, bracers of armor +8, cloak of resistance +5, gloves of the shortened path, headband of mental prowess +6 (Int, Cha), Horns of Naraga, lavender and green ellipsoid ioun stone, pale green prism ioun stone, ring of protection +5, robe of the archmagi (black), tyrant’s ring (minor artifact, acts as a ring of freedom of movement and a ring of greater spell storing containing antilife shell and spell immunity), unfettered shirt
Animate Touch (Su)
As a standard action, the mythic lich necromancer can touch a dead creature and animate it as a skeleton or zombie, as if using animate dead. He can expend one use of mythic power when using this ability to animate the body as a different type of undead, as if using greater create undead. The mythic lich necromancer treats his total Hit Dice as his caster level for these effects. Undead created in this way are automatically under his control. The mythic lich necromancer does not need to expend any material components when using this ability. This ability replaces the creeping paralysis mythic lich ability.
Aura of Absolute Terror (Su)
Living creatures within 60 feet of the mythic lich necromancer are paralyzed by absolute terror for 1d4 rounds, after which they are shaken as long as they remain within his aura. Once a creature has been paralyzed by this aura, it is immune for 24 hours. Mythic creatures can attempt a DC 39 Will save to negate the paralysis but are still shaken as long as they remain within the aura.
Perfect Necromancer (Ex)
The mythic lich necromancer can prepare spells from his opposition schools without needing to expend an additional spell slot. He always succeeds at concentration checks to cast spells. He can have any number of undead under his control, and he is not limited by the total Hit Dice of those undead. This ability replaces the enhanced spellcasting mythic lich ability.
Even before pursuing lichdom, the necromancer was among the most powerful necromancers in history. As a lich, his powers and thirst for world domination are even greater.
Pathfinder Adventure Path #144: Midwives to Death © 2019, Paizo Inc.; Authors: John Compton, with Adam Daigle, Eleanor Ferron, Thurston Hillman, James Jacobs, Jason Keeley, Luis Loza, Ron Lundeen, Robert G. McCreary, Erik Mona, Michael Sayre, Owen K. C. Stephens, Mark Seifter, and Linda Zayas-Palmer.