Hegni Lich Overlord
Medium Undead
Hit Dice: 4d12 (48 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 Natural Armor), touch 12, flat-footed 15
Base Attack/Grapple: +2/+1
Attack: +1 melee club (1d6-1) or light crossbow +3 ranged (1d8)
Full Attack: +1 melee club (1d6-1) or light crossbow +3 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Necromantic Magic
Special Qualities: Hegni traits, damage reduction 15/bludgeoning and magic, immunity to cold, electricity, polymorph, mind-affecting attacks
Abilities
Saves: Fort +4, Ref +3, Will +7
Abilities: Str 8, Dex 14, Con 10, Int 12, Wis 16, Cha 18
Skills: TBD
Feats:
Environment: Marleath
Organization: TBD
Challenge Rating: 6
Treasure: None
Alignment: Neutral evil
Advancement: -
A moderately skilled magician in the servive of Marleath.
Combat
Hegni Overlord fight from behind the ranks of skeletons who act as their bodyguards.
Necromantic Magic: 15 Grave Tokens, Discorporate Flesh, Putrefaction, Skin Rot, Shard Spray, Howling Pain, Flesh Mutation.
Scorn Earth (Su): The ancestors of the Hegni sacrificed part of their mortal connection to the realm of the living for a greater connection to the spirits of the afterlife. The Hegni floats up to 1 foot above the ground at all times, though they are incapable of exceeding that distance normally. Instead of walking, they glide along, unconcerned with the hard earth or difficult terrain. While they remain within 1 foot of a flat surface of any solid or liquid, the Hegni can take normal actions and make normal attacks, and can move at their normal speed (they can even “run” at four times her normal speed). For all purposes, Hegni are treated as walking rather than flying. Hegni are still subject to the rules for overland movement, including those for a forced march, and can still fall from a great height if they are not within a foot of a suitable surface (they do not stop a foot from the ground; after falling, the Hegni may stand up and resume floating as normal).
Phantom Touch (Su): While Hegni are only partially incorporeal and thus interact normally with material objects, they are able to reach through a living creature and drain the warmth and vitality from them. Hegni gain an incorporeal touch attack which deals 1d4 + their Charisma modifier damage to living creatures, and the target also becomes fatigued for 1 minute on a failed Fortitude save of DC 10 + 1/2 character level + charisma modifier. Hegni use Dexterity in place of Strength for attack rolls with their Phantom Touch. Undead are immune to the damage and fatigue, and instead gain temporary hit points equal to the damage they would have taken. These temporary hit points do not stack. Hegni are immune to the effects of Phantom Touch.
Partial Incorporeality (Su): Hegni are often known as 'Living Ghosts' due to their limited opacity. This quality also lends them some limited benefit in combat. Hegni impose a 5% miss chance on all weapon attacks against them, similar to concealment, although this miss chance does not stack with any others.
Legion Mind: One aura active
Seal the Breach (Su): A number of times per week equal to 3 + his charisma modifier, an Overlord can reposition an undead minion in order to plug an opening on the battlefield. An undead creature under his command is teleported from its current position to a square of his choosing, no more than 30 ft from the Overlord. The square must be unoccupied, and it must not present any danger to the teleported creature from environmental hazards such as lava, falling, or otherwise. The presence of an adjacent enemy creature is not considered a hazard.
Devoted Bodyguards (Ex): Beginning at 4th level, once per round, whenever an Overlord is hit by an attack, the Overlord may make a DC 15 Reflex save to have that attack affect an adjacent allied undead creature instead. The attack is treated as though it had hit the chosen bodyguard instead of the Overlord, regardless of the bodyguard's Armor Class or any other defensive effects, including incorporeality. An undead ally may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act. At 8th level, the Overlord, by making a DC 20 Will save, may have a spell that targets him and only him instead strike a bodyguard. The bodyguard need not be a legal target.