Nithis first built
the chambers beneath the tower as an escape route, but when the tower
was mostly ruined (by the same drow attack that drained his level, see
below), he fled to these hidden chambers and made them his permanent
lair. Dry, stale air fills the chambers, which contain the decayed furnishings
of the lich. In life, Nithis maintained the large chamber (area 10)
as his work room, but now even the shattered tables have mostly rotted
away. If the players locate the trapdoor and make their way into the
underground chambers, Nithis doesnt hesitate to attack.
Nithis Callal
7th-level Drider Lich Sorcerer: CR 10; Large Undead; HD 7d12; hp
46; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., climb 15 ft.;
AC 19 (-1 size, +2 Dex, +6 natural, +1 ring, +1 amulet); Atk +6 touch
(1d8+5, Will save DC 14 for 1/2 damage), SA fear aura, paralyzing touch,
poison, spells; SQ turn resistance, damage reduction 15/+1, immunities,
spell resistance, undead; AL CE; SV Fort , Ref +6, Wil +12; Str
15, Dex 15, Con , Int 17, Wis 18, Cha 18.
Skills:
Concentration +10, Spellcraft +14, Spot +9, Listen +9, Hide +8 (Nithiss
skill point total reflects a 15 Int, the +2 Int for becoming a lich
has not granted him extra skill points.) Feats: Combat Casting,
Improved Initiative, Craft Wondrous Item.
SAPoison (Ex):
Bite, Fort save DC 16, 1d6 temporary Strength initial and secondary
damage.
SASpell-like
Abilities: 1/daydancing lights, darkness, detect chaos, detect
evil, detect good, detect law, detect magic, faerie fire, levitate.
Save DC 14+ spell level.
SAFear
Aura (Su): 60 radius. Creatures of less than 5 hit dice must
make Will save (DC 18) to avoid effects of fear spell.
SAParalyzing
Touch (Su): Creatures touching the lich must make a Will save (DC 18)
or be permanently paralyzed.
SQ -- Turn Resistance
(Ex): +4 turn resistance.
SQ -- Immunities
(Ex): Immune to cold, electricity, polymorph, and mind-affecting
attacks.
Sorcerer Spells
Known: 0 -- detect magic, resistance, light, read magic, ghost sound,
daze, mage hand, open/close; 1st -- charm person, endure elements,
expeditious retreat, magic missile, shield; 2nd -- darkvision,
see invisibility, web; 3rd -- clairaudience/clairvoyance,
fireball; 4th -- improved invisibility.
Spells per day:
0: 7, 1st: 7, 2nd: 7, 3rd: 6, 4th: 5.
Possessions:
Ring of protection +1, amulet of natural armor +1, cloak of resistance
+2, potion of bulls strength, potion of jump.
Note: Nithis
was 11th level when he created the phylactery to become a lich. However,
during his transformation, he was attacked by loyal servants of Lolth,
a pair of clerics commanding a group of wights. Although he fought off
the attack, he lost four levels as a result of the battle. Because hed
already completed the phylactery, Nithis was able to finish his transformation
to a lich despite his reduced level.
Tactics:
Nithis begins the adventure with darkvision cast on himself.
He also casts clairvoyance twice to watch the characters face
the encounters described in Episode 2
and Episode 3.
Nithis is a cunning and ruthless opponent. After launching the surprise
attack in the last installment (during which he uses more spells, see
Episode 3 for a complete description), he retreats to his underground
chamber (area 10) and prepares to face the PCs in earnest. He
casts endure elements on himself one or more times, selecting
energy types based on the attacks the PCs used in earlier encounters.
He also casts see invisibility on himself if the PCs have any
obvious spellcasters in their group. He then climbs onto the ceiling
and casts improved invisibility on himself. During the battle,
Nithis concentrates his offensive spells on those who seem able to see
him. He is careful to always cast a spell and then move (using his Move
Silently skill), attempting to prevent opponents who cant see
him from using the origin point of his spells as a way to locate him.
If the battle turns
against him, Nithis casts expeditious retreat on himself and
retreats down the underground passageway leading away from the tower.
If he has time, hell cast silent image (of a plain wall)
on the door to prevent the characters from following him.