DemilichPrerequisitesTo become a Demilich, the character must meet the following requirements
Spells: Be a spellcaster of 21st level or higher.
Special: Must have both Lich prc levels. Must craft its own Soul Gems (described below)
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do Demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the Demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the Demilich to use its most devastating ability, Capture the Soul (see the class below). Each Demilich must make its own soul gems, which requires the Craft Wondrous Item feat. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the Demilich.
HD:d12Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +2 | Demilich Body, Perfect Magic, Phylactery Transference , +1 Int, +1 Wis, +1 Cha |
2 | +1 | +0 | +0 | +3 | Warded Bone, Endless Library, Dark Immunity, +1 Int, +1 Wis, +1 Cha |
3 | +1 | +1 | +1 | +3 | Fell Senses, Harvest Touch, Dark Immunity, +1 Int, +1 Wis, +1 Cha |
4 | +2 | +1 | +1 | +4 | Essence of Terror, Fell Insight, Dark Immunity, +1 Int, +1 Wis, +1 Cha |
5 | +2 | +1 | +1 | +4 | Beyond the Material, Magi Supremacy, Dark Immunity, +1 Int, +1 Wis, +1 Cha |
6 | +3 | +2 | +2 | +5 | Capture the Soul, Tenacious Magic, Dark Immunity, +1 Int, +Wis, +1 Cha |
2 Skill points+Int mod per level, quadruple at 1st level. Class skills: none.
Proficiencies:A Demilich doesn't gain any new proficiencies
Features:Demilich Body: Unlike other monster classes, the Demilich maintains most of its previous racial traits except as noted here.
The demilich chooses a part of its body (usually the skull, but hands or spines are also relatively popular choices). The Soul Gems are incrustated in that part of the Demilich at first level of this class and then the rest of its body permanently crumbles to dust. This makes the Demilich to be reduced three size categories, gaining all apropriate bonus and penalties except for ability score and natural armor changes.
Obviously the Demilich can't move normally anymore, but instead it can magically float with perfect maneuverability at a speed of 30 feet per Demilich level, up to 180 feet at 6th level. It can also use Disguise or Hide to stand perfectly still and pretend it's an inanimate object, opposed by observer's Spot checks.
If the selected body part was capable of a natural attack, the Demilich retains it, but loses any other natural weapons. Dark touch can always be used regardless of the part chosen, simply by flying towards its target and contacting them. It can also project a magic voice if it no longer has a jaw, for both communication and spellcasting.
Finally the demilich is now immune to any effects that would cut off parts from its body, like Vorpal.
Perfect Magic: The Demilich keeps improving its base magic capabilities. Levels from this class stack with the highest caster class the Demilich has for caster level purposes (note that epic spellcasters don't gain new spell slots or spells known anyway).
In addition it no longer needs any somatic components for its spells.
Phylactery Transference:Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. This also includes spell components.
Ability Score Increase: The Demilich gains +1 to Int, Wis and Cha at all levels, for a total of +6 Int, +6 Wis and +6 Cha at 6th level.
Warded Bone:The Demilich's body has been filled with protective enchantments so many times it has become saturated with them. At 2nd level the Demilich gains resistance to Fire, Acid, Sonic and Turning equal to its HD, and its DR improves to DR/epic and bludgeoning.
Endless Library: After centuries or even millenia, the Demilich can effortesslly use a wide variety of magic. At 2nd level the Demilich can cast the following spells as SLAs at will [Astral Projection, Create Greater Undead, Create Undead, Death knell, Enervation, Greater Dispel Magic, Harm (usually used to heal itself), Summon Monster I-IX, Telekinesis, Weird]. Save DCs are 10+1/2 HD+Cha mod, and any limits on CL are removed.
In addition the Demilich can use Greater Planar Ally as a SLA 2/day.
Dark Immunity:The Demilich progressively becomes completely immune to certain problems even normal undeath doesn't automatically escape. At every level but 1st pick one of the following options
-Immunity to Cold.
-Immunity to Electricity.
-Immunity to Polymorph and any other effects that would change its chape against its will.
-Immunity to any effects that would make it act against its will, like Control Undead and Rebuke/Command, but not Turning/Feints or any effect that simply makes the Demilich unable to act.
Fell Senses: No longer hindered by a clunky skeleton, Demiliches move whitout drawing notice while carefully observing their surroundings. At 3rd level the Demilich gains a racial bonus equal to its HD on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Harvest Touch:A simple caress on the jeweled bone ruins the greatest heroes. At 3rd level the Demilich's touch attack now deals 1d8 per HD plus Main Mental Stat mod damage, and the target needs to make a Fort save with DC 10+HD+Main Mental Stat mod or become permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 10+HD+Main mental stat mod) or Heal check (DC 10+1/2HD+Main Mental Stat mod) reveals that the victim is still alive. Even those immune to paralyzis can be affected by this, but they gain a +5 bonus on their saves.
Essence of Terror:At 4th level the Demilich is surrounded by a pure aura of dread and fear. Enemies with less than half its HD are automatically panicked unless they're immune to fear (in which case they get the save, but whitout the +5 bonus anymore). Other enemies are panicked in a failed save and shaken in a sucessfull save unless they're immune to fear (they're still panicked if they fail the save).
In addition creatures suceeding on their saving throws against this effect no longer gain immunity against the demilich's fear aura for 24 hours, and must save again next turn.
Fell Insight:The Demilich's mind becomes even more cold and calculating, planning every move several steps ahead. At 4th level it gains an Insight bonus to AC and attack rolls equal to its HD.
Beyond the Material:The Demilich mind moves almost on its own, barely recognizing it's still enclosed in a physical vessel. At 5th level it gains Blinding Speed and Automatic Quicken Spell as bonus Epic Feats even if it doesn't meet the prerequisites. If it already had them, it may select another Epic Feats it qualifies for on a 1 for 1 basis.
Magi Supremacy: Very few can hope to suceed against a Demilich in a contest of raw magic. At 5th level a Demilich is immune to all magical and supernatural effects, except as follows. A shatter spell affects a Demilich as if it were a crystalline creature, but deals half the damage normally indicated. A Dispel Evil spell deals 3d6 points of damage (Fort save for half damage). Holy Smite spells affect Demiliches normally. It may still let benefical magics and supernatural effects affect it as it wishes.
Otherwise it laughs at magic. It slips trough entangles and animated tentacles, orbs harmlessly dissipate over it, force effects could as well not be there, and so on.
Capture the Soul: At 6th level the Soul Gems have finally fully crystalized into the Demilich, and they can now be used for their true dark purpose.
A demilich can trap the souls of up to eight living creatures per day. To use this power, as a standard action it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier). If the target makes its saving throw, it gains four negative levels, or two negative levels if it was immune to such effect (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone unless the Demilich decides to release it from the darkest pits of its mind, something it can never be forced to do unwillingly. The Demilich recovers all lost HP and any harmfull effects on it are removed when this happens.
In addition the The Demilich gains all memories and knowledge of the consumed soul, including even those that were tampered with magic or simply forgoten by the original being. From the first baby cry to the last breath, the Demilich now has the full reportoire of its life.
If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.
Despite the name, Capture the Soul can be used just fine on constructs and other such "soulless" beings, in which case it captures its essence.
Tenacious Magic: The Demilich's magic prevails. At 6th level it gains Tenacious Magic as a bonus Epic Feat.
Comments
I had already done quite a few number of epic monsters, but this is the first one I do that already starts on epic.
Overall, the demilich was already filled with lots of abilities. Numerous immunities and resistances, bonus feats, lots of SLAs, you name it!
Still added a few custom abilities here and there. Replaced immunity to mind-affecting (already granted by being an undead thank you very much) by immunity to "dirty tricks to get undeads under your control". Also improved Trap Capture the Soul by removing most limitations, and added the extra benefit of learning everything your poor victims did, even if they themselves don't remember it anymore. Not that much brute power, but brutally efficient if you know how to use it.
Epic usefull feats (and kinda useful at that) plus +6 to mental scores helps rounding it up.
Now I would really like to see a Demilich pretending it is some kind of artifact while leting itself be "wielded" by a group of adventurers.
So if you want to play a flying pimped piece of bone, the Demilich's for you!