Male human lich Clr 5/Nec 9/True Necromancer 4; CR 20; Medium-size
undead; HD 5d12 plus 9d12 plus 4d12; hp 123; Init +6; Spd 30 ft.;
AC 23, touch 14, flat-footed 21; Atk +11 melee (1d8+5, touch); or
+13/+8 melee (1d6+5, +2 unholy quarterstaff); SA damaging
touch, fear aura, paralyzing touch, rebuke undead 10/day (as 9th-level
cleric), cast any Necromancy spell as an 18th-level character, zone
of desecration; SQ create undead, DR 15/+1, immunities (cold,
electricity, mind-affecting effects, polymorphing), turn resistance
+4, undead traits; AL NE; SV Fort +10, Ref +11, Will +18; Str 14,
Dex 15, Con --, Int 22, Wis 19, Cha 16.
Feats: Alchemy +15, Appraise +9, Bluff +6, Concentration +17,
Craft (leatherworking) +14, Diplomacy +11, Hide +10, Intimidate
+6, Knowledge (arcana) +14, Knowledge (history) +15, Knowledge (nobility
and royalty) +15, Knowledge (religion) +14, Knowledge (the planes)
+15, Knowledge (undead) +15, Listen +15, Move Silently +23, Search
+14, Sense Motive +12, Spellcraft +23, Spot +15; Combat Reflexes,
Craft Wondrous Item, Dodge, Extend Spell, Extra Turning, Forge Ring,
Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe Scroll,
Spell Focus (Necromancy), Spell Penetration.
Touch (Su): Akempus deals 1d8+5 points of negative energy damage
(Will DC 22 half) with each successful melee touch attack.
(Su): Any creature with less than 5 HD within a 60-foot emanation
of Akempus that looks at him must succeed at a Will save (DC 22)
or be affected as though by a fear spell (caster level 18th).
Touch (Su): Any living creature that Akempus touches must succeed
at a Fortitude save (DC 22) or be permanently paralyzed. Remove
paralysis or any spell that can remove a curse can free the
victim (see the bestow curse spell description). The effect
cannot be dispelled. Anyone paralyzed by Akempus seems dead, though
a successful Spot check (DC 20) or Heal check (DC 15) reveals that
the victim is still alive. This power works in conjunction with
Akempus's damaging touch (see above).
Zone of Desecration
(Su): An aura of desecration effect (as the spell) continuously
surrounds Akempus in a 20-foot emanation.
Undead (Sp): Once per day Akempus can use create undead
(caster level 18th).
Akempus is immune to mind-affecting effects, poison, sleep,
paralysis, stunning, disease, death effects, necromantic effects,
and any effect that requires a Fortitude save unless it also works
on objects. He is not subject to critical hits, subdual damage,
ability damage, ability drain, energy drain, or death from massive
damage. Akempus cannot be raised, and resurrection works only if
he is willing. He also has darkvision (60-foot range).
Prepared (5/4+1/3+1/2+1; save DC 14 + spell level.): 0 -- detect
magic (2), inflict minor wounds (3); 1st -- bane,
command, inflict light wounds (2), detect undead*; 2nd
-- desecrate*, inflict moderate wounds, shatter, silence;
3rd -- animate dead*, blindness/deafness, invisibility
spell. Deity: Velsharoon. Domains: Death (death touch 1/day), Undeath
(Extra Turning as a bonus feat).
Prepared (5/7/7/6/6/5/4/2; save DC 16 + spell level, or 18 +
spell level for Necromancy spells; Prohibited school: Illusion):
0 -- arcane mark, dancing lights, mage hand, prestidigitation,
ray of frost; 1st -- chill touch1, magic missile
(2), negative energy ray1,2 (2), shield,
true strike; 2nd -- Aganazzar's scorcher3, false
life1,2, detect thoughts, glitterdust, knock, see invisibility,
spectral hand1; 3rd -- fly, haste (2),
negative energy burst1,2 (2), vampiric touch1;
4th -- contagion1, dimension door, enervation1,
negative energy wave1, scrying, thunderlance3;
5th -- animate dead1, feeblemind, fire shield (extended),
spiritwall1,2, telekinesis; 6th -- acid fog,
circle of death1, greater dispelling, Grimwald's
greymantle1,3; 7th -- finger of death1,
0 -- arcane mark, dancing lights, daze, detect magic, detect
poison, disrupt undead, flare, light, mage hand, mending, open/close,
prestidigitation, ray of frost, read magic, resistance; 1st
-- burning hands, cause fear, chill touch, detect secret doors,
detect undead, expeditious retreat, magic missile, negative energy
ray1,2, ray of enfeeblement1, shield, sleep,
true strike; 2nd -- Aganazzar's scorcher3, arcane
lock, darkness, detect thoughts, false life1,2, fog cloud,
ghoul touch1, glitterdust, knock, obscure object, see
invisibility, spectral hand1; 3rd -- clairaudience/clairvoyance,
dispel magic, fly, halt undead1, haste, negative energy
burst1,2, stinking cloud, tongues, vampiric touch1;
4th -- contagion1, detect scrying, dimension door,
dominate person, enervation1, fire shield, negative energy
wave1,2, scrying, thunderlance3, wall of ice;
5th -- animate dead1, contact other plane, feeblemind,
magic jar1, spiritwall1,2, telekinesis, teleport;
6th -- acid fog, circle of death1, globe of invulnerability,
greater dispelling, Grimwald's greymantle1,3, legend
lore; 7th -- control undead1, finger of death1,
+2 unholy quarterstaff, bracers of armor +4, ring of protection
+2, cloak of resistance +2, scroll of ice storm, 2 potions
of intelligence, ring of invisibility, scroll of solid fog,
scroll of spell turning, boots of elvenkind, pearl of power
(1st-level spell), pearl of power (2nd-level spell), pearl
of power (3rd-level spell) wand of magic missile (9th-level
caster, 28 charges).
Spell from Tome and Blood.
Spell for the Forgotten Realms Campaign Setting.
is quite a handful all by himself, and he has plenty of undead minions
(mostly zombies, mohrgs, and vampire spawn) to call upon if attacked.
Fortunately, he usually busies himself with plans for conquest or
with manufacturing new undead (usually zombies or mohrgs). Casual
visitors to the vault might encounter the guard Akempus sets over
the portal only (Akempus usually casts a desecrate
spell on the vault containing the portal each day).