- 5 HD
- AC of 12
- Morale of 14
- +3 To-Hit
- One Death Touch attack per round. Save vs Death to avoid.
- Immune to Necrotic Damage / Death-Spells
- Casts Spells x2 (Has Twice as many spells as its HD should)
- One Signature Spell
- Immortality - Returns after Death (Can only be slain permanently if its Phylactery is destroyed)
- Powerful Numen - Treat HD as 10 for purposes of Magic Spells/Special Moves/Etc.
- Undead Minions (10x1d4 HD worth of Undead encountered with the Lich if not surprised)
- Alignment of Lawful Evil
The Death Touch - Roll d6 to determine what kind of Death Touch this Lich has
 Dark Flame (Deals 3d6 fire damage on hit, cannot heal naturally) Cold, black fire.
 Black Bolt (Deals 2d8 shock damage on hit, attack chains to next nearest enemy with zero To-Hit bonus until an attack fails) Crackling, life-seeking lightning jumps from the lich's fingers.
 Cruel Ice (Deals 2d6 Ice damage on hit, save again or limb touched is frozen solid. If limb is struck with blunt weapon; shatters and is destroyed. Limb must be dethawed with warm fire, or a torch that has had Healing Potion drizzled over it) Freezing touch that locks joints into place.
 Necrotic (Deals 3d6 damage, save again on hit or have 1d6 levels drained) The power of the dead, sapping life from the living. Each time this death-touch hits, the Lich looks more whole and alive as he saps your life force, but it quickly rots away within mere hours. It is a living black hole.
 Corrupting (Deals 4d4 damage on hit, save again or shift alignment one step towards Evil, if Evil save or be Dominated by the Lich) The Lich's body pulses with the centipedes and unholy creatures crawling underneath its skin. The lich's touch sends them into your own body, corrupting you.
 Aging (Ages victim 2d20 years on hit, rusts and spoils equipment that isn't Magic) This Death-Touch doesn't deal direct damage, but ages the victim. Everything they're carrying also ages at the same rate; food spoils, potions go flat, metal rusts to nothing. Only eternal items are safe. has no direct effects but characters of advanced age for their species will probably take stat penalties, or just fall over dead.
Decaying Form - Roll d8
 Skull Face (+1 AC, +1 Morale) Living body with a bloody skeletal face, as though flayed.
 Corpulent (+1 HD, Can Float out of melee; hit by reach) Filled with corpse-gas.
 Mummy (Roll a 2nd Signature Spell) Bandages adorned with arcane symbols
 Rotten (+2 To-Hit, Inflicts Random Disease on hit with Death Touch) Rotting flesh.
 Wraith (Ethereal - Can only be hit with Magic weapons. Turn Undead is twice as effective) Not a physical form, but a smokey, cloaked wraith with glowing eyes. More vulnerable to the spirit.
 Cancerous (Resistant to Elements; takes half damage from Fire, Shock, Frost) Its bulbs and tumors are filled with all sorts of pus; arcane experiments on this disposable shell.
 Skeleton Jelly (Doesn't lose its body after dying- instead just regenerates from the single smallest remaining piece of itself. Phylactery gives it memory, Alignment to Neutral Evil) The Lich is a skeleton jelly- a skeleton with a goopy outer shell containing everything it was and is.
 Grafted (+3 Hit Points, has Sword attack at 1d6, doesn't count as Undead until harmed) Body is made up of many borrowed limbs, surgically attached. Detects as a living person until some of its stitches are split and ichor spilled. May be disguised as a regular person or adventurer.
Dark Artifact - Roll d10
The Lich carries the Dark Artifact on its person at all times. If killed, the artifact will drop with the Lich, and the Lich will become very angry at it being stolen- it will attempt to recover it with whatever means necessary. All Dark Artifacts are cursed; living beings who touch them must save or die unless its wrapped in white cloth.
 Sacrificial Dagger (1d4+1 Magic, steals one prepared spell on hit) Cruel wizard killer.
 Vial of Pure Darkness (All light sources dimmed nearby) Trapped primordial darkness.
 Chaos Medallion (Generate a Chaos Medallion) This Lich is a champion of evil gods.
 Witch Finger (Enemies get -2 to spell saves, Increase die size for all dice of Death Touch) Worn around the neck like a talisman.
 Capirote (Has two Necromancer apprentices at 4 HD / level- they cast Spells) Tall conical cap, black, like a cultist. Enslaves the minds of the foolish, and promises immortality through death.
 Flask of Unholy Water (Deals 1d6 damage if splashed on Good beings, restores 2d6 hit points to undead creatures) Dark, stagnant water. Water placed within becomes unblessed in 1d6 turns.
 Yew Wand (Spells deal +2 damage, Gains 1d6 Magic Blast attack at range - Requires To-Hit roll and deals damage typed as Necrotic) The Yew tree is poison and associated with dark magic.
 Stained Ring (Grants 25% Magic Resistance, alignment shifts toward Chaotic while worn) Golden ring that can never seem to be cleaned. The stains change every time you inspect it.
 Turnkey Raven (Delivers messages to minions; can carry things weighing less then 1 pound, indestructible) Lifelike raven with a turnkey slot. One crank lets it fly anywhere in the world.
 Skull Staff (1d4+1 Magic Staff, Necromancy spells deal +2 damage, can rattle the staff and raise up a corpse into a basic 1 HD skeleton or 2 HD zombie depending on its condition) Generic humanoid skull on a black wood staff. Charged with necromancer's power.
Signature Spell - Roll d8
 White Legion
The caster raises both their arms above their head and commands their army to rise. Every round, 1d10 skeletons (1 HD with 1d6 decayed weapons) rise from ancient soils- this effect continues even after the round the spell began, it's a constant effect, allowing the caster to fight while the ancient dead pour in from below.
This lasts until 100 skeletons have been raised or the ground is sanctified by a Holy Sword being shoved into the soil to stop the spell.
 Dispel Hope
Caster holds out their hand and strikes all within the range of their vision in front of them in the moment of casting. All struck become filled with despair, and loses a part of their will to live. Everyone hit by the spell has -2 to all saving throws. In addition; anyone under its effects automatically fails saves vs death if they have 50% of their hit points remaining. All Hirelings struck by this wave must also make a morale check to flee. On success, they stand their ground but lose -1 Loyalty.
This spell lasts until a rowdy fireplace song, a strong religious experience, or an exhilarating celebration of life.
 Electric Blue Tendrils
When cast, electric tendrils appear. Breaking free requires a supernatural level of Strength (+3 or greater) or several cuts with an axe or sword with a rubber handle. Each round you are trapped you take 2d8 shock damage. Trying to cut the tentacles with something not insulted will shock your hand instead, dealing 1d8 damage. The spell can target up to three human sized targets, or two significantly larger targets- assume each target has 1d4+2 tentacles wrapping around them- consider the tentacles as 1 HD creatures. This spells lasts for 3 rounds, or until all the tentacles are dead.
Most Lich spells are based on the dark arts of necromancy, or at least are powerful curses. Not this one. This spell conjures tentacles from random places they can crop up in the area; out from sand, poking up from sewer drains, out of boxes and bags, etc. These tentacles are being pulled in by an otherworldly entity, and are charged with unusual energies.
 Finger Beam
This spell is a ranged, nigh-inescapable version of the Death Touch attack the Lich has. The Lich's finger glows and fires out a beam that curves, sweeps, and spirals towards its target in a flashy rainbow lightshow. Save vs beams with disadvantage, or else you are hit with its effect.
If a PC or somebody else learns this spell, then the finger beam will do the same damage as their finger possibly could on a hard poke- so one damage if you aim for the eyes or something. You need to already have badass dark magic powers for this to be good, sorry.
 Pillars of Zircon
Conjures forth 2d6+2 pillars made of a strange, dull silvery metal. They rise from the ground, and are just about round enough for a man to stand on. The caster can ensure one appears under them on the round the turn this spell is cast, letting them ascend upwards.
These pillars can block an attack- consider each to have an AC of 14 and 2 HD in terms of raw durability. They are also totally immune to corrosion, and acidic or corrosive powers nearby them fail and weaken. You take -1 damage from acid attacks and spells if you're in the same room as the pillars, half damage if you are touching or standing on a pillar, and no damage from acid at all if you're standing among the pillars. Acidic liquid would turn to nasty water if splashed into the pillars, and the acid breath of a dragon would just turn into harmless wisps of vapor.
Note: These pillars don't do anything for the Lich's own Death Touch- as the only corrosive effect comes from magical aging. It does however seem to work against effects that speed up or create effects of advanced decay on undead creatures. Spells that putrefy are cancelled by these pillars.
 The Backwards Arm Curse
The target of this spell has all of their arms turn around backwards. The joints snap back (but don't cause damage). The arms will attack enemies of the spellcaster, and the victim of this spell is helpless to control his arms- the first round this spell is cast the arms will likely attack whoever was behind the target of this spell- stabbing and slashing with their own weapons- the cursed arms get the same attack bonuses, special moves, and magic items or weapons that the hands could have used. This means a powerful Fighter having their arm cursed means they'll attack with full strength to anyone who gets close enough- Meanwhile, the target of this spell loses their attacks or abilities that require hands, but still controls their voice and legs, so they can move others and warn them about their loss of control.
If the victim of this spell focuses all of their energies, they can make a saving throw vs spells to snap one of their arms back into place and regain control over it. Each arm takes a round to bring under control in this way.
 Orbs of Torment
This spell conjures forth three balls of dark energy; flashing with red lightning. The three orbs are summoned at the casting of this spell, but can be flung one orb per round by a simple point of a finger or order by the spellcaster. The orbs move slow enough that they can be avoided by running your full combat round away from them; no save otherwise.
These orbs are magical orbs of Torment. When they hit a living thing, they cut their current hitpoints by half. Getting struck by Torment feels like a mix of torture and exhaustion all over.
This spell can be cast on anything within a stone's throw. Intelligent and living targets of this spell inherently resist it automatically if they are unwilling, as pretty much any living thing would object to being made into a Grotesque. If you are currently Dominated by the Lich, they you cannot resist the transformation.
This spell utterly warps the subject, turning it into something loathsome and grotesque, hence its namesake. If this spell is cast on inanimate matter, it would turn it into a roughly animated golem or animated object(s) with stretched smiles, wrinkled faces, and cartoonish and frightening expressions. Living things are similarly made cartoonish, but always somewhat offensive and a sort of innate frightfulness like things that are scary to children. The Grotesque also acts like a caricature; its assumed and actual traits from before it was transformed taken to a absurd degree. For example, a Nobleman turned into a Grotesque would be very fat, lazy, and scream at everyone to pay taxes or order his "guards" (other monsters nearby) to take off their heads. All Grotesques are assumed to be Chaotic Evil, but will serve a more powerful master- a creature with higher HD. Remember; the Lich that made this thing counts as 10 HD for spells like this; so it will serve the Lich even if the Lich is more feeble then the Grotesque.
The subject of this spell becomes a 6 HD Grotesque, with stats befitting its nature. If it had a higher HD before, then roll 6 HD and keep whichever Hit-Point Total is higher. The Grotesque gains a few magic attacks, can cast Spells, and has an AC and other stats/resistances based on its composite material, or once again based on whatever it had before it was transformed in the case of a living thing. For example, a Grotesque made of a pile of bricks would be slow, but have high AC, and can throw bricks at 1d4+1 damage at range, twice per round. Grotesques are not undead, but are considered supernatural evil creatures and can be Turned / Exorcised as undead can.
The Grotesque also has innately has three abilities;
- Aura of Cowardice which unnerves the weak willed; retainers must make a morale check or flee the first time they are hit by one of its attacks or spells.
- Aura of Hate, which makes enemy spells and attempts to Turn Undead or cast holy magic have a 50% chance to fail within its presence, which lasts until it dies.
- Black Speech, which just means the Grotesque is constantly speaking, insulting, and generally saying awful things. Every round, it has a 1 in 6 chance to send a Curse at you, based on what it says.
Turning someone or something into a Grotesque is permanent. If you slay a Grotesque and are of Lawful or Good alignment, the Gods will reward you by curing any curse or disease you are suffering from in that moment for your service in smiting something so awful, or hopefully remove some of the curses you got for fighting it.
What are this Lich's signature kind of undead minion? - Roll d10
 Plague rats. Like thirty thousand. Not really undead, but can swarm and fill rooms like water.
 Skeletons. The Lich is constantly frustrated by their bumbling antics and awful bone puns.
 Zombies. Specifically, ones with iron parts, tools, and weapons nailed into their flesh.
 Mummies. Desiccated corpses raised on mass from ancient evil desert tomb.
 Corpse-Golem. Roughly stitched together, raised in an industrial assembly line.
 Animal skeletons. You don't see this as much as you think you should. Bone birds still fly.
 Black Puddings. Has one really big one that ate most of the others, named Princess.
 Ghosts. "Keeps" all of them in one really cursed mirror. Don't break it, seriously.
 Tomb-Golems. Always in the forms of religious figures; animated creatures but technically undead as the souls and blood are infused within the stones. Can't move while you look at them.
 Grotesques. Just a few handfuls of them, each a totally unique bastard to deal with. Normally these "fluff" tables at the end don't change the monster stats- but you should probably give the Lich the Grotesque spell if you get this option so it makes sense.
How has this Lich been spending its Centuries in Undeath? - Roll d8
 You know, catching up on chores, reading, taking some time to itself. Still.
 Plotting world domination, of course.
 Uncovering arcane secrets. It's Signature Spell is one of many prototypes they've invented.
 Involved in a complex string of plots with another immortal creature; friendly rivals.
 Becoming the absolutely uncontested master in a game that nobody plays anymore.
 Learning how to play musical instruments. All of them.
 Opening tiny accounts in all the world's banks, accumulating massive interest over centuries, and starting wars by sending out chain letters and fake notices of inheritance over them.
 Mapping of the next life. Every time it "dies" it has some time to explore around the next hill or talk to the next weird angel spirit-guide thing. Isn't mad when you kill its body.
What is the Lich's Phylactery? - Roll d20
 Pin stuck in a stuffed heart stuffed in a doll stuffed in the belly of a stuffed dog.
 Really old tortoise. May or may not be undead; hard to tell.
 One shard of a broken magic sword in a museum owned by haughty nobles.
 Its diary from when it was alive. Protects it for embarrassing secrets more then anything.
 The old church bell that hasn't rung right for over a century.
 Its soul inhabits its manse. Burn the house down; the lich's soul burns with it.
 Tarnished silver coin; face of a queen with a cheeky wink. In some random bank vault.
 Jet gemstone. Dodecahedron cut.
 Looks like an owl chick with glowing red eyes, cowers in an old oak tree's hollow center.
 Very old, fat blind koi in the lich's serene garden pond.
 Vial of pure spring water. Drink it and the Lich will hunt you down before you can piss it out- which is what actually counts as destroying it. Otherwise, your blood will go in the next vial.
 Magic necklace with a glowing purple amethyst. Gives sweet magic bonuses, to dissuade people from destroying it.
 Black ooze in a shadowy corner. Takes the form of a viper with a poison bite if you approach it. Cut off its head to slay the lich for good.
 Ceremonial golden plaque on the cornerstone of a castle, which the lich helped fund for a good king a long time ago. Too arrogant to use a pseudonym.
 One black scale on a white dragon. The dragon knows about it- and keeps it on its body in exchange for a lot of juicy treasure.
 Eternal flower kept in a glass case. One petal falls off each time the lich feels any remorse for its actions; it will also die permanently if all the petals fall off. 1d6 petals are left.
 Golden tooth kept in its body. Most people take it and sell it- its enchanted to be totally immune to fire so if people try to melt it down the lich can just retrieve it later when they reform.
 Electrified heart, in a box. If you touch it or bring a metal weapon within an inch; shocks you with 1d8 damage as a kind of defense mechanism. Stab it with wood, or just shoot it with an arrow.
 Tiny little 3 year old, blonde w/ pigtails, totally innocent villager girl. Enchanted to be eternally young and continually orphaned when her adoptive parents die of "random undead attacks". It's supposed to be a moral conundrum to kill her to stop the lich but if you just get her to drink some holy water it kills the lich's soul inside while she is totally unharmed.
 The Moon. Fuck you.