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COMPLETE LICH
Lich?
A lich is a spellcaster of the necromantic persuasion who seeks to gain immortality and greater
power through evil magics. By constructing and storing one's soul within a phylactery via these
dark rituals, that spellcaster can live forever as an undead creature. To qualify, it takes a
spellcaster (not including spell-like abilities) of caster level 11 or higher, 120,000 gp, and 4,800
XP. This doesn't include the various materials for the ritual.
The template comes at a +4 LA, however there is a 4-level template class available from Wizards
of the Coast on their website. See the last link at the bottom of this guide for more information.
With it, you may be able to bargain for access to lichdom.
Multiclassing
Fighter or Barbarian 6/Blackguard 7*
Monk or Rogue 8/Blackguard 7*
Monk or Rogue or Fighter or Barbarian 5/Assassin 7*
Wizard 3/Cleric 3/Mystic Theurge 8
Wizard 3/Cleric 3/Mystic Theurge 5* **
Notes: For Assassins, Blackguards, Mystic Theurges, and PrCs that a melee character could
achieve to get spellcasting levels, the Practiced Spellcaster feat (Complete Arcane) will come in
handy. This is also important to PrCs with unique spellcasting lists like Assassin or Blackguard.
Phlactery Empathy
A lich can automatically sense if its phlactery is being attacked or has been destroyed. When a
phlactery is destroyed, the lich feels a sensation of pain which stuns it for 1d4 rounds. As long as
a phlactery does not move from where the lich put it, a lich can automatically sense exactly
where it is (even if memory is altered or it somehow forgets). The lich receives +2 bonus to the
CL and DC of divination spells centered on its phylactery.
Upon being destroyed, your perspective is shifted back to your phylactery while you await to be
reformed in 1d10 days. Any effects are immediately terminated as your remains are reduced to
inert ash. The energy of this fading form is used to fuel the regeneration of your new one. As
your body reforms, you lack any control over it physically but your mind is allowed to think and
plot. Here is an eight-day progression of your reformation. At times where you regenerate
quicker, this timetable is accelerated.
While being reformed, you receive blindsight 5' to detect any presences of living or unliving
creatures (like with magic jar to see such presences and their strength). You may cast any touch
spells or short range spells (limited to a range of 5') you still have memorized through your form
if they dare touch you. During this time, you cannot regain spent spells. You can communicate
through telepathy but its range is limited to no more than 30'. Any other senses do not function
until the process is complete.
Day 1: An amorphous blob of negative energy begins to slowly build up over the phylactery,
much in the way that an oyster would create a pearl. For the most part, it offers no protection to
your phylactery.
Day 2: The negative energy will begin to take the shape of your previous form.
Day 3: The blackened shell begins to solidify into inert flesh, much like a clone spell. The effect
takes hold from the outside in.
Day 4: Bones begin to reform within the fleshy mass. The first traces of the most vital organs are
coming back.
Day 6: All organs and bones are set into place and connected. They are inert though, as you are
an undead creature. The process of reformation begins to return you to the look you have
previous to your undeath; this includes deformities and bodily marks (scars, birth marks, etc.).
Day 7: Hair and pigmentation have returned to normal. Nails begin to push out from the tips of
your fingers. Fluids are created, but not circulated. Blood will coagulate by the time the process
finishes.
Day 8-9: With your body intact, your soul begins to anchor itself back into your body. In effect,
you are comatose.
Day 10: The process is complete. Your eyes snap open and you are now as you once were. As
the final step, a blackened patch of negative energy remains over your 'heart' from Day 1.
Through this hole drops your phylactery, which has acted as an impromptu heart throughout your
regeneration. With the phlactery expelled, the hole is sealed and you are complete.
*You may delay the process of reforming to any amount of time between the original amount of
days to the maximum amount of days.
A phylactery can use the Will save of its creator, even if not within the vicinity of the lich. (It
contains his/her soul, after all)
Symbols of spells and glyphwardsare good defenses, and are not triggered by the creator upon
his/her respawn.
Destruction of a Phylactery
When you destroy a phylactery, you destroy the soul of the lich who crafted it. Without a soul, it
cannot be brought back to life nor can it reform. A phylactery that is destroyed while it contains
a soul is vaporized by the action of the soul being dispersed from it. Nothing can bring it back or
fix it. If it is an inert phylactery that hasn't been occupied yet, it only breaks as per the effect set
upon it and can be repaired by a make whole spell of a CL equal to or greater than the CL of the
crafter at the time it was made (unless it was destroyed beyond mundane means, such as a
disintegrate spell, or left in a state where it make whole cannot fix it).
Feats:
Dead Empathy
As a druid or ranger is in tune with the ways of animals, you may interact with undead.
Prerequisite: Empathy (Wild or otherwise) class ability, must have spoken with an undead
creature and passed a successful Diplomacy check, Diplomacy 5 ranks, capable of casting a
necromancy spell
Special:
You can improve the attitude of an intelligent Undead creature. This ability functions just like a
Diplomacy check to improve the attitude of a person. You roll 1d20 and adds the class level of
whichever class gave you the Empathy ability and your Charisma modifier to determine the dead
empathy check result. The typical Undead creature has a starting attitude of hostile.
To use dead empathy, you and the Undead must be within 30 feet of one another under normal
visibility conditions. Generally, influencing an Undead creature in this way takes 1 minute, but,
as with influencing people, it might take more or less time.
You can also use this ability to influence an unintelligence Undead, but you take a 50%
(minimum of 10) penalty on the check (reduce the outcome by 50%).
You receive a +4 circumstance bonus if you are Undead as well.
Dread Lord
Even the stoutest of creatures may fall victim to your fear inducing spells.
Prerequisite: Capable of casting/using three fear-inducing spells or abilities, caster level 13
Special: You can instill fear in the most fearless of creatures. When your fear-inducing spells or
abilities are put against a creature immune to fear, they receive a +4 bonus to their saving throws.
If the attempt succeeds, the creature suffers the fear effect but at one category lower (to a
minimum of shaken). Creatures immune to fear as per their type traits or with Intelligence less
than 2 are effected as normal (or with more HD than the spell allows to effect).
Normal: You cannot instill fear in a creature immune to fear.
Counterturning [Undead]
Your undead power allows you to turn the tables on those who seek to turn or rebuke you.
Prerequisite: Charisma 16+, Turn resistance +4, Undead
Special: When being turned or rebuked by a creature of less than 3/4 your HD, you may make an
opposed Charisma check. If successful, that creature suffers the effect of their turning or
rebuking (including extra damage to undead or special effects due to your alignment). This
ability can be used a number of times equal to your Charisma modifier per day.
Know Thyself
Prerequisite: Knowledge(see below) 5 ranks
Special: You gain a +4 circumstance bonus to Knowledge checks related to your type.
Type -> specific Knowledge skill
Constructs, dragons, magical beasts -> Arcana
Aberrations, oozes -> Dungeoneering
Humanoids -> Local
Animals, fey, giants, monstrous humanoids, plants -> Nature
Undead -> Religion
Outsiders, elementals -> The Planes
Dread Cavalier
You do not suffer the normal ride penalty (-2) for riding an undead creature.
Prerequisite: Ride 8 ranks, Mounted Combat
Special: You do no take the normal -2 penalty to Ride checks with an undead creature. Instead,
your training gives you a +2 bonus instead and your flying mount's maneuverability increases by
one category (unless it is already average or better). If it is not a flying mount, add 10 feet to its
fastest movement speed. (Mount refers to any creature you ride, specifically undead for this feat)
*If natural forces destroyed your phylactery, sacrifice an appropriate Elemental with at least as
many HD as your own. If you are most responsible for the destruction of your phylactery, you
must petition a death god (most likely Vecna) and complete a quest to be forgiven of your folly.
Modifiers:
+1/day spent reforming in last reformation (max +8)
-3/full week after reformation (casting gentle repose or spells of similar effect negates the days
of those effects from this modifier)
When using the Disguise skill, the DC is either the previous or the result of your Disguise check
(whichever is higher) when a Spot check is being used. It is no use against a Heal check.
When using Disguise Self, add half the CL to the DC (a max of +10). Not effective against a
Heal check.
When using Alter Self, add the CL to the DC of both the Spot and Heal checks.
A lich will respawn from its Lichthrall as it would from a phylactery (the Lichthrall is a
phlactery, in effect). During this time, the thrall glimmers with dark energies and when the
process is finished the lich parts from his thrall as a shadowy form that solidifies into itself
(instantly). The lich will sort of look like its thrall, sharing a few minor physical traits (eye/hair
color shifts slightly). In return, the Lichthrall acts and thinks more like its master.
When reforming the master, it takes a DC 25 (minus 1 day for everyday the respawning process
has gone on) to realize that something is wrong with the Lichthrall. (as noted below, detecting
the Lichthrall's aura will show that there are two overlapping auras - one for the thrall and one
for the lich, though they are the same in quality)
Lichthrall [template]
Alignment: Shifted to the lich's alignment (influenced to act as the lich would)
Spell-like Abilities (Granted to Lich, used on Lichthrall only; no saves, no SR): At will - Greater
Scrying, Detect Thoughts, Major Image (of lich, visible only to thrall),
Requires an opposed Int, Wis, or Cha roll, as chosen by the Lichthrall; if successful, lich cannot
use any of these effects for an hour.
Channel the Master(Su): In mirrors, the thrall's reflection is that of the lich. When any presence
is sensed or its aura is being checked, it is exactly the same as the lich's. When respawning the
lich, anyone checking the thrall's aura will notice there are two identical ones. The lich may use
Cha-, Int-, or Wis-based skills via its thrall.
Familiar-like Traits: The lich may use most (at DM's discretion) of the familiar-based spells such
as transfering spells and spell-like abilities as per the appropriate spells. The Lichthrall as is
affected by Share Spells, to a distance of 100 feet.
A lich can cast any ranged spell on its thrall from any distance (no saves or SR), so long as it is
accepted willingly or the lich suceeds on an opposed check (see Spell-like Abilities section
above for this check).
Multiple Phylacteries
A truly evil lich obsessed with the goal of gaining immortality may wish to try and ensure its
unlife. By creating multiple phylacteries,a lich can gain 'extra' lives. A lich will only reform at
the oldest phylactery it has.
To craft an extra phylactery, the lich goes about the same process as creating another phylactery
but the costs are increased by 10% for each phlyactery it has (it must have one to start with;
making the first exta phylactery costs 10% extra, a second is 20%, a third is 30%, etc.). Every
phylactery the lich has must be present when an extra is made. Extra phylacteries cannot be
repaired by Rekindle the Soul, which only works when the lich has no phylacteries left. In
addition to its cost, a phylactery requires a permanent sacrifice of one base ability point (there is
no way around it).
Extra phylacteries are also affected by Phylactery Empathy (see above).
When making the transition to Demilich, you may spend 8 hours and expend all spells of your
highest spell level to combine two of your extra phylacteries into a soul gem.
Putting one lich's soul in another lich's empty phylactery acts as a soul gem in trap the soul
(regardless of HD). It is a soul vessel by design, allowing it to contain the lich, but it is not
attuned to that specific one, so it acts as a soul gem to imprison it.
Tome of the Stilled Tongue (Complete Divine; pg. 103; 34,850 gp)
This book is of great value to the lich-to-be. It boosts caster levels, teaches spells, and looks great
on a mantle. Sure, that +2 CL comes at the cost of Constitution, but you'll be undead soon
enough and that won't matter. One of the most relevant features of this Vecna relic is that it
"contains instructions for constructing a lich's phylactery". In effect, this reduces the XP
requirements by 1/3 (after calculating the total price, in the case of extra phylacteries) whenever
you create a phylactery with this book in hand.
Lich Variants
Templates to Consider
Evolved Undead (Libris Mortis) While not a lich variant, this is something to
consider for an old lich (as many of them are bound to be), boosts stats and gives
fast healing as well as a spell-like ability
Spellstitched (Libris Mortis) Gain a bunch of spell-like abilities and some DR! It
costs gp/exp to make an undead spellstitched but it might be worth it.
Libris Mortis (your manual for undeath and beyond; pg.151-158 deal with liches
and provide six sample liches; pg.156-158 deal with two lich variants)
The Lich Template Class
Feared by mortal beings for their malign magic, their intelligence, and their willingness to
embrace undeath for a chance to live forever, liches are evil beings of great power. Though the
lich template can be applied to a character all at once to achieve an instantaneous transformation
from living to undead, allowing an enemy spellcaster to progress slowly as a lich can be even
more useful to a DM. In that way, the NPC can return to foil the PCs time and again before
achieving her full potential as a lich. Likewise, an evil character pursuing lichdom can
experience the process in slow steps while continuing to adventure with her allies, rather than
gaining all the template's powers at once and immediately surpassing her comrades in terms of
sheer power.
The lich template class has two special requirements. First, the base character must have the
Craft Wondrous Item feat so that she can make a phylactery to hold her life force. The would-be
lich must craft her phylactery over time, as described below. Second, she must be able to cast
spells at a caster level of 11th or higher. It is this power, coupled with the knowledge of the
process required, that allows the transformation to occur.
Lich
Class
Level CR Special
1st +0 Int +2, natural armor +2, lich skills +2, damaging touch 1d6+5,
paralyzing touch (1d4 rounds), resistances (cold 5, electricity 5)
2nd +1 Natural armor +3, lich skills +4, damage reduction 5/bludgeoning
and magic, damaging touch (1d8+5), fear aura (10-ft. radius),
fortification (light), paralyzing touch (1d4 minutes), phylactery
(1st stage), resistances (cold 10, electricity 10)
3rd +2 Wis +2, natural armor +4, lich skills +6, damage reduction
10/bludgeoning and magic, fear aura (30-ft. radius), fortification
(moderate), paralyzing touch (1d4 hours), phylactery (2nd stage),
resistances (cold 20, electricity 20)
4th +2 Cha +2, natural armor +5, lich skills +8, damage reduction
15/bludgeoning and magic, fear aura (60-ft. radius), immunities
(cold, electricity, polymorph), paralyzing touch (permanent),
phylactery (3rd stage), turn resistance +4, undeath
All of the following are class features of the lich template class.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
These changes are cumulative. At first, a would-be lich gains an intellectual understanding of the
process necessary to become a lich (represented by the Intelligence increase at 1st level). Then
she gains the intuitive understanding of what the process entails (represented by the Wisdom
increase at 3rd level). Finally, she gains a surge of confidence as the process is completed
(represented by the Charisma increase at 4th level).
Natural Armor Replacement: At each level of the lich template class, the character uses either
her existing natural armor bonus or the value given in Table SP-12, whichever is greater. A
character that does not normally have a natural armor bonus (such as a human) is considered to
have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural
armor bonus would become +2 at 1st level, +3 at 2nd level, +4 at 3rd level, and +5 at 4th level.
For example, a bugbear normally has a +3 natural armor bonus. Thus, a bugbear wizard 11 who
chose to become a lich would gain no benefit from this ability until she attained 3rd level in the
template class, since only then does the natural armor bonus granted by the template surpass that
granted by her race.
Any item or effect that provides an enhancement bonus to natural armor functions normally for a
lich -- that is, its bonus is added to the lich's base natural armor bonus. Thus, an amulet of
natural armor +2 would give a bugbear wizard 11/lich 1 a total natural armor bonus of +5 (+3
base for bugbear, +2 from the amulet). That same bugbear as a wizard 11/lich 4 would have a
natural armor bonus of +7 (+5 from the template class and +2 from the amulet).
Lich Skills: At 1st level, a lich gains a +2 racial bonus on Hide, Listen, Move Silently, Search,
Sense Motive, and Spot checks. This bonus increases to +4 at 2nd level, to +6 at 3rd level, and to
+8 at 4th level.
Damaging Touch (Su): At 1st level, a lich's touch deals 1d6+5 points of negative energy
damage to any living target. A Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves
this damage. A lich who attacks with a natural weapon may deal this damage in addition to the
normal damage for that attack. When the lich reaches 2nd level, the damage for her touch
increases to 1d8+5 points.
Paralyzing Touch (Su): Any living creature hit by a lich's touch attack must succeed on a
Fortitude save (DC 10 + 1/2 lich's HD + lich's Cha modifier) or be paralyzed for 1d4 rounds. A
lich who attacks with a natural weapon may deal this damage in addition to the normal damage
for that attack. Remove paralysis or any effect that can remove a curse frees the victim, but the
effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a successful DC 20
Spot check or DC 15 Heal check reveals that the victim is still alive.
At 2nd level, the duration of this effect increases to 1d4 minutes. At 3rd level, the duration
increases to 1d4 hours. At 4th level, the effect is permanent until removed.
Resistances (Ex): At 1st level, a lich gains resistance to cold 5 and electricity 5. Each of these
resistances increases to 10 at 2nd level and to 20 at 3rd level.
Damage Reduction (Su): At 2nd level, a lich gains damage reduction 5/bludgeoning and magic.
Her natural weapons are treated as magic weapons for the purpose of overcoming damage
reduction. Her damage reduction increases to 10/bludgeoning and magic at 3rd level and to
15/bludgeoning and magic at 4th level.
Fear Aura (Su): Beginning at 2nd level, a lich is shrouded in a dreadful aura of death and evil.
Any creature in a 10-foot radius that looks at her must make a Will save if it is within 10 feet of
her and has fewer than 5 HD. Failure means the creature is affected as though by a fear spell
(caster level equals lich's character level). A creature that successfully saves cannot be affected
again by the same lich's aura for 24 hours. The lich can negate the effect of her aura by
concealing all of her withered flesh and hiding her glowing eyes, usually by means of clothing
that covers her entire body coupled with some sort of deep cowled cloak or visored helmet.
The radius of this effect expands to 30 feet at 3rd level and to 60 feet at 4th level.
Fortification (Ex): When a lich attains 2nd level, her internal organs begin to shut down as she
continues her metamorphosis into an undead creature and starts to transfer her life energy into
her phylactery. Thus, she is treated as if she had the light fortification armor property (25%
chance for any critical hit or sneak attack against her to become a normal attack). If she has any
version of the fortification special ability from another source (such as a spell or magic item), use
the better value. At 3rd level, she is treated as if she had moderate fortification (50% chance for
any critical hit or sneak attack against her to become a normal attack).
Phylactery: To complete her transformation to a lich, the character must create a phylactery
using the Craft Wondrous Item feat. The phylactery is crafted in three stages, and the lich
transfers a bit more of her life force to it at each stage. It does not, however, grant her any of the
normal benefits of a phylactery until it is fully completed.
Paying the cost of each stage of its construction is a prerequisite for the corresponding level in
the lich template class. Thus, to take the 2nd level in this class, the lich must invest 40,000 gp
and 1,600 XP in her phylactery. She must spend the same amount again to take the 3rd level, and
once again to take the 4th level (for a total investment of 120,000 gp and 4,800 XP). She can
complete the phylactery early if she wishes, though doing so does not grant her any additional
abilities until she takes the appropriate levels in the template class.
For the purpose of determining item saving throws, the phylactery has a caster level equal to that
of the lich at the time she completed the most recent stage of work. For example, if a human
wizard 11/lich 1 crafts the first stage of her phylactery, it is caster level 11th. She gains three
more wizard levels before finishing the second stage of construction, giving it caster level 14th.
At that point, she takes the 2nd level of the template class. She then takes one more level of
wizard and completes the phylactery, which is thereafter caster level 15th.
The most common physical form for a phylactery is a sealed metal box containing strips of
parchment on which magical phrases have been transcribed. The box is a Tiny object with 40 hit
points, hardness 20, and a break DC of 40. Other kinds of phylacteries can also exist, such as
rings, amulets, or similar items.
Once the phylactery has been completed, the lich can avoid permanent destruction as long as her
phylactery survives. If she dies or is destroyed, she reappears 1d10 days after her old body's
death. She gains her new physical form by grafting her undead spirit to a humanoid corpse,
mindless undead, or some weak-minded creature within a few miles of her phylactery. The new
body has all the abilities and powers of her old one, though any items she used to carry are lost
(probably taken by those who slew her old body). Likewise, any spells or effects bound to her
old body with permanency do not spontaneously appear on her new one. Most liches who
recover from death spend a year or more tracking down their items and learning more about their
attackers, and it is not unusual for a lich to wait decades before exacting her revenge.
If the phylactery is destroyed while the lich is still active in a body, her undead life force
automatically joins that body. She takes no penalties of any kind for that joining, but without a
phylactery, she cannot recover if her body is subsequently destroyed. She may create a new
phylactery to replace a lost one if she has the time and resources to do so.
Turn Resistance (Ex): At 4th level, a lich gains +4 turn resistance. She is treated as an undead
with 4 more Hit Dice than she actually has for the purpose of turn, rebuke, command, or bolster
attempts.
Immunities (Ex): A 4th-level lich is immune to cold, electricity, and polymorph, though she can
still use polymorph effects on herself.
Undeath: Upon reaching 4th level, the lich becomes fully undead. Her type changes to undead,
and she gains all the normal benefits and drawbacks that go with that type. She no longer has a
Constitution score, so she loses any Constitution bonus or penalty to hit points, saving throws,
and skills. She also becomes immune to many attacks (including critical hits and sneak attacks,
rendering her fortification ability redundant), but she is subject to turn and rebuke attempts and is
immediately destroyed if brought to 0 or fewer hit points (though her phylactery prevents
"permanent" destruction). All of her Hit Dice (current and future) increase to d12s. (Rather than
rerolling all her Hit Dice, just add 4 hit points for every d4 she previously had, 3 hp for every d6,
2 hp for every d8, and 1 hp for every d10.) In addition, her alignment immediately changes to
evil if it was not already.
A lich cleric becomes an ex-cleric at this time if her deity does not allow evil clerics. However,
she can remedy this situation either by offering her allegiance to a god that does accept evil
clerics or by devoting herself to an evil cause or a source of evil divine power (selecting new
domains if appropriate). A lich cleric who could previously turn undead loses that ability but
gains the ability to rebuke undead. Likewise, a lich cleric who could previously spontaneously
cast cure spells can now do so with inflict spells.
Upon gaining the undead template, a lich sorcerer or wizard is shunned by her familiar unless it
is a bat or rat, but she can acquire a bat or rat familiar to replace her previous one in the usual
way.
Dead Life
By Gwendolyn F.M. Kestrel
"Death ends all troubles." "Death's a good beginning." "Death begins all troubles."
-- Elven Adage -- Deskryn, Vampire -- Reverend Mother, Ghost Hunter
Feats
Undead Leadership
Undead naturally follow your wishes, and you have worked at attracting
a cohort and undead minions.
* The character with Undead Leadership can always choose smaller skeletons or zombies. For instance,
instead of a 3rd-level follower, the character chooses from a Tiny, Small, Medium-size, or Large skeleton
or a Tiny, Small, or Medium-size zombie.
Undead Leadership Score: If you have an effective character level (ECL) adjustment for the undead
leader, use it plus any character levels plus any Charisma modifier. Alternatively, use the character's total
Hit Dice plus any Charisma modifier. Use Table 2-26 in Dungeon Master's Guide, but omit the following
modifiers: fairness and generosity; aloofness; cruelty; has a familiar/paladin's warhorse/animal
companion; caused the death of other followers; and caused the death of a cohort. Add a +2 modifier if
the character can cast animate dead, create undead, or create greater undead or can create undead
spawn through a supernatural ability.
Cohort Level: The character can attract an intelligent undead cohort of up to the level given in Table 2-
25. Undead tend to have many special qualities and attacks. These abilities make them much more
powerful as cohorts than just their Challenge Rating or Hit Dice. The table below shows some examples
of special undead cohorts with appropriate level equivalents for sustained play as a player character's
undead cohort. If a Dungeon Master (DM) wishes to create an exotic cohort for a nonplayer character
(NPC), she may wish to simply use its Challenge Rating or its Hit Dice, whichever is greater, as the level
equivalent. Of course, adding class levels makes these creatures even more interesting. For instance,
consider a wight monk or a vampire rogue assassin. Each character level increases the level equivalent
by one. DMs need to carefully assess the viability of any potential cohort lest they prove too weak or too
strong for their particular campaigns.
Prestige Class
Undead spellcasters, such as liches, often become a lady/lord of the dead, but the class is attractive to all
unliving, intelligent undead because of the enhanced turn resistance. Many undead necromancers
augment their powers with this prestige class.
Nonplayer character ladies/lords of the dead often build strongholds that become centers of evil power.
They frequently make undead minions out of those that oppose their rule. Unlike living armies, the forces
of a lady/lord of the dead may grow in the aftermath of battles, swelling with the dead and defeated of
both sides.
Requirements
To qualify to become a lady/lord of the dead, a character must fulfill the following criteria.
The lady/lord of the undead's class skills (and the key ability for each skill) are Alchemy (Int; Trained
Only), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any) (Int),
Listen (Wis), Profession (any) (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).
Class Features
All the following are class features of the lady/lord of the dead prestige class.
Turn Resistance (Ex): At each level, a lady/lord of the dead's turn resistance increases by +1. This
stacks with any inherent turn resistance. This is in addition to the benefit gained from adding a Hit Die.
Spellcasting: A lady/lord of the dead continues training in magic. Thus, when a new lady/lord of the dead
level is gained, the character gains new spells known and spells per day as if it had also gained a level in
a spellcasting class it belonged to before it added the prestige class. It does not, however, gain any other
benefit a character of that class would have gained (improved chance of turning or rebuking undead,
metamagic or item creation feats, and so on). This essentially means that it adds the level of lady/lord of
the dead to the level of some other spellcasting class the character has, then determines spells per day,
spells known, and caster level accordingly.
Bolstering Aura (Su): At 2nd level and every level thereafter, a lady/lord of the dead strengthens nearby
undead. Undead allies within 30 feet of the lady/lord of the dead gain an additional +1 turn resistance.
This bonus stacks with all other turn resistance.
Animate Dead (Sp): At 4th level, a lady/lord of the dead can cast animate dead once per day.
Unholy Aura (Sp): At 5th level, a lady/lord of the dead can cast unholy aura once per day.
4th +3 +1 +1 +4 Turn resistance +4, bolstering aura +3, animate +1 level of existing
dead class
5th +3 +1 +1 +4 Turn resistance +5, bolstering aura +4, unholy aura +1 level of existing
class
Rings
Desecration, Lesser: The ring of lesser desecration is a silver band that seems plain at first glance, but
when a viewer peers closely at it, the viewer can see a faint decorative etching of writhing tentacles or
other things that disgust or terrify the viewer (if good) or thrill the viewer (if evil). Three times per day, the
wearer can speak a command word to imbue an area with a desecrate spell (duration is 6 hours).
Caster Level: 3rd; Prerequisites: Forge Ring, unholy aura; Market Price: 4,395 gp; Weight: --.
Desecration, Greater: The ring of greater desecration is a platinum band that appears simple at first
glance, but when a viewer peers closely at it, the viewer can see a faint decorative etching of writhing
tentacles or other things that disgust or terrify the viewer (if good) or thrill the viewer (if evil). The wearer is
continually at the center of the effect of a desecrate spell.
Caster Level: 3rd; Prerequisites: Forge Ring, unholy aura; Market Price: 24,025 gp; Weight: --.
Unholy Aura, Lesser: The ring of lesser unholy aura is a smooth bone ring that possesses a strange,
faint yellow-green iridescent patina. Once per day, the wearer can speak a command word to benefit from
an unholy aura spell for 15 rounds.
Caster Level: 15th; Prerequisites: Forge Ring, unholy aura; Market Price: 43,250 gp; Weight: --.
Unholy Aura, Greater: The ring of greater unholy aura is a smooth bone ring that possesses an unusual,
faint brown-green iridescent patina. The wearer is continually under the effect of an unholy aura spell.
Caster Level: 15th; Prerequisites: Forge Ring, unholy aura; Market Price: 240,050 gp; Weight: --.
Wondrous Items
Bagpipes of the Damned: When played, these bagpipes help bolster undead. The piper makes a
Perform (bagpipes) check (DC 15) each round. If successful, opponents attempting to turn undead suffer
a -4 penalty on the turning damage roll.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, 10th-level cleric; Market Price: 3,000 gp; Weight:
4 lbs.
Cloak of Turn Resistance: The cloak of turn resistance is a tattered gray cloak that seems to twitch in a
breeze even if the air around it is perfectly still. This unholy item bolsters undead, making them more
difficult to turn. It adds +4 turn resistance. This effect stacks with all turn resistance, except that gained
from other magic items.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, 10th-level cleric; Market Price: 11,000 gp;
Weight: --.
Coffin Hideaway: The clever coffin provides a safe haven for intelligent undead. The
coffin hideaway appears to be a finely crafted darkwood coffin. If unoccupied, the
coffin rests on the Material Plane. When occupied, the coffin anything in it shifts to
the Ethereal Plane. The occupant can use a command word to return it to the
Material Plane for 5 rounds. Climbing into or getting out of the coffin (including
opening or closing the lid) is a move-equivalent action.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest;
Market Price: 5,000 gp; Weight: 75 lbs.
Drums of the Dead: When played, this set of two crude drums can control undead. The drummer makes
a Perform (drums) check (DC 15) each round. If successful, allies attempting to rebuke or command
undead add a +4 bonus to the turning damage roll.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, 10th-level cleric; Market Price: 3,000 gp; Weight:
10 lbs.
Glass Coffin: A preservative coffin that pleases the eye, this transparent resting place preserves the
body within and gives an illusion of the body as being that of a healthy individual without any signs of
decomposition.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, gentle repose, silent image; Market Price: 7,000
gp; Weight: 150 lbs.
Lyre of the Restful Soul: When played, this lyre aids clerics attempting to turn and rebuke undead. The
lyrist makes a Perform (lyre) check (DC 15) each round. If successful, allies attempting to turn undead
add a +4 bonus to the turning damage roll.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, 10th-level cleric; Market Price: 3,000 gp; Weight:
5 lbs.
Minions' Coffin: Powerful undead or nongood clerics that like to travel with a hidden entourage of lesser,
corporeal undead favor stowing their underlings in this magic item. The minions' coffin appears to be a
typical coffin for a Medium-size creature. Close examination shows that the coffin opens into an
extradimensional space that allows it to store far more than would normally be possible. Up to 18
corporeal undead can be stored inside. Once the owner has filled it, she can command the coffin to
produce any number of stored undead she wishes each round .
Only mindless undead, such as skeletons and zombies, generally get stored in a minions' coffin because
once inside, the creature cannot release itself. An intelligent undead may choose to try to force itself out.
The coffin has a hardness of 5 and 15 hp. Breaking out in this manner ruins the magic of the coffin and all
its contents are spilt into the Ethereal Plane.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest; Market Price: 2,500 gp;
Weight: 150 lbs.
Robe of Bones: This handy item functions much like a robe of useful items. It appears to be an
unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures
representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them
for the creatures they become, and detach them. One figure can be detached each round. Detaching a
figure causes it to become an actual undead creature, as indicated below. The skeleton or zombie is not
under the control of the wearer of the robe, but it may be subsequently commanded, rebuked, and so on.
A newly created robe of bones always has two embroidered figures of each of the following undead:
Tiny skeleton
Small skeleton
Medium-size skeleton
Tiny zombie
Small zombie
Medium-size zombie
Caster Level: 5th; Prerequisites: Craft Wondrous Item, animate dead; Market Price: 3,600 gp; Weight: 1
lb.
Shrouds of the Holy: These shrouds appear to be ordinary funerary wrappings for dead bodies. They
are often decorated with symbols and icons representing the dead rising. If a dead body is wrapped in the
shroud, and the command word spoken, the body will return to life. Wrapping a body takes 10 minutes.
The magic of the shrouds is useable only once, after which the wrapping becomes ordinary, fine cloth.
Caster Level: 17th; Prerequisites: Craft Wondrous Item, raise dead, resurrection, or true resurrection as
appropriate; Market Price: 5,000 gp (raise dead), 9,600 gp (resurrection), or 20,300 gp (true resurrection);
Weight: 10 lbs.
Shrouds of the Unholy: These shrouds, like shrouds of the holy, look like ordinary funerary wrappings
for dead bodies and are often decorated with symbols and icons representing the dead rising. If a dead
body is wrapped in the shroud, and the command word spoken, the body will return as undead. The type
of undead it returns as is determined by the speaker of the command word. The undead creature is not
under anyone's control when it rises. Wrapping a body takes 10 minutes. The magic of the shrouds is
useable only once, after which the wrapping becomes ordinary, fine cloth.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, animate dead, create undead, or create greater
undead as appropriate; Market Price: 1,550 gp (animate dead), 12,250 gp (create undead), or 16,000
(create greater undead); Weight: 10 lbs.
Final Shrouds: These funerary garments are indistinguishable from shrouds of the holy. Instead of
returning the body within to life, it whisks the body off to another plane and summons a barghest to
immediately consume it. The item destroys the body and prevents any form of raising or resurrection that
requires part of the corpse. A wish, miracle, or true resurrection spell can restore a victim to life, but there
is a 50% chance that even such powerful magic will fail. While someone expecting to return their
companion to life might be desolated by the effect, an assassin wishing to dispose of a dead body may
find such burial wrappings quite useful. The magic of the shrouds is useable only once, after which the
wrapping becomes ordinary, fine cloth.
Caster Level: 15th; Prerequisites: Craft Wondrous Item, plane shift, summon monster VIII; Market Price:
16,500 gp; Weight: 10 lbs.
Shrouds of Disintegration: These burial wrappings are indistinguishable from shrouds of the holy;
however, the body placed inside is turned to dust when the command word is spoken. The magic of the
shrouds is useable only once, after which the wrapping becomes ordinary, fine cloth.
Caster Level: 11th; Prerequisites: Craft Wondrous Item, disintegrate; Market Price: 6,600 gp; Weight: 10
lbs.
Alternate Familiars
If a DM wishes to give undead sorcerers and wizards greater scope for their familiars, she may consider
using one of the three following alternatives.
Familiar Special
Tiny Monstrous Poisonous bite
Centipede
Wiggling Maggot Master adds +2 to turn resistance;
master can have maggot become fly*
Giant Fly** Master gains a +2 bonus on Reflex
saves
*The wiggling maggot's master can have the maggot transform into the giant fly familiar as a full-round
action. This transformation can happen only once. The maggot thereafter will be a giant fly.
**See below.
Giant Fly
Tiny Vermin
Hit Dice: 1/4 d8 (1)
Initiative: +2
Speed: 15 ft., climb 15 ft., fly 30 ft. (poor)
AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Attacks: Bite +4 melee
Damage: Bite 1d3-5
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Qualities: Vermin traits
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 1, Dex 15, Con 10, Int --, Wis 10, Cha 2
Skills: Climb +14, Hide +14, Listen +2, Move Silently +5, Spot +2
Feats: Weapon Finesse (bite) (B)
Climate/Terrain: Any land and underground
Organization: Solitary or swarm (8-16)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Wiggling Maggot
Diminutive Vermin
Hit Dice: 1/4 d8 (1)
Initiative: +1
Speed: 5 ft., burrow 5 ft., climb 5 ft.
AC: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Attacks: --
Damage: --
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Qualities: Vermin traits
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 1, Dex 12, Con 11, Int --, Wis 14, Cha 2
Skills: Climb +13, Hide +21, Listen +4, Move Silently +4, Spot +4
Climate/Terrain: Any land and underground
Organization: Solitary or swarm (150-200)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
About the size of a hawk, the giant fly is exactly that: a larger version of the flies you commonly see
buzzing about carrion, picnics, garbage, and other food sources. Female giant flies, once mated, lay
about 200 eggs in decaying organic matter. The eggs transition to larvae within 5-12 hours. (Wiggling
maggots are actually those maggots that have gone through the third molting phase of the larval stage.)
Those maggots that aren't acting as familiars then pupate for about 3 days before the adult form, the fly,
emerges from the puparium. If a maggot is serving as a familiar, the maggot enters the pupa phase very
briefly and immediately changes into its adult form. Giant flies eat various forms of decaying organic
matter by ingesting then regurgitating it.
Combat
A giant fly uses its bite attack to nip at foes, then it flies away as quickly as possible before swooping in
again for another bite. Wiggling maggots have no form of attack, but they possess vermin traits.
Vermin Traits: A giant fly or wiggling maggot is immune to all mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).
Skills: Wiggling maggots receive a +4 racial bonus on Hide checks. Both giant flies and wiggling maggots
use their Dexterity modifiers instead of their Strength modifiers for Climb checks.