This gaunt figure wears spiked armor and wields a skull-headed mace. Cold light flickers in her empty eye sockets.
Human Lich Cleric of Orcus 11 CR 12
AC 24, touch 11, flat-footed 24 (+8 armor, +1 deflection, +5 natural)
hp 119 (11d8+66)
Fort +11, Ref +3, Will +14
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
Speed 20 ft.
Melee +1 spell storing heavy mace +8/+3 (1d8), touch +2 (1d8+5 plus paralyzing touch)
Special Attacks channel negative energy 9/day (DC 19, 6d6), paralyzing touch (DC 19), scythe of evil (5 rounds, 1/day)
Domain Spell-Like Abilities (CL 11th; concentration +18)
10/day—bleeding touch (5 rounds), touch of evil (5 rounds)
Spells Prepared (CL 11th; concentration +18)
6th—create undead D, harm (DC 23), word of recall
5th—flame strike (DC 22), greater command (DC 22), slay living D (DC 22), spell resistance
4th—air walk, divine power, freedom of movement, extended magic vestment, unholy blight D (DC 21)
3rd—bestow curse (DC 20), blindness/deafness (DC 20), contagion (DC 20), dispel magic, invisibility purge, magic circle against good D, wind wall
2nd—bull’s strength, death knell D (DC 19), hold person (DC 19), resist energy, silence (DC 19), sound burst (DC 19), spiritual weapon
1st—command (2, DC 18), divine favor, doom (DC 18), obscuring mist, protection from good D, sanctuary (DC 18)
0 (at will)—bleed (DC 17), detect magic, light, read magic
D Domain spell; Domains Death, Evil
Str 9, Dex 10, Con —, Int 14, Wis 25, Cha 18
Base Atk +8; CMB +7; CMD 18
Feats Combat Casting, Command Undead, Craft Wondrous Item, Extend Spell, Extra Channel, Improved Initiative, Toughness
Skills Knowledge (arcana) +16, Knowledge (religion) +16, Perception +29, Sense Motive +15, Spellcraft +16, Stealth +19; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Necril
SQ death’s embrace
Gear +2 spiked breastplate, +1 spell storing heavy mace (contains contagion), headband of inspired wisdom +2, ring of protection +1, spell component pouch, unholy symbol of Orcus
Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a DC 19 Will save or become frightened. Creatures with 5 HD or more must succeed at a DC 19 Will save or be shaken for 12 rounds. A creature that successfully saves cannot be affected again by her fear aura for 24 hours. This is a mind-affecting fear effect.
Any living creature she hits with her touch attack must succeed on a DC 19 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, DC 19). The effect cannot be dispelled. Anyone paralyzed by her seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
If she is destroyed, her phylactery immediately begins to rebuild her 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, she wakens fully healed (albeit without any gear she left behind on her old body.)
Section 15: Copyright Notice
Pathfinder Campaign Setting: Undead Revisited
Pathfinder Campaign Setting: Undead Revisited. © 2011, Paizo Publishing, LLC. Authors: Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor.