Demilich (CR 17/MR 7)

Glittering jewels encrust this leering skull as it floats up into the air on a swirling vortex of dust and shimmering magic.

Mythic Demilich (CR 17/MR 7)
XP 102,400
Pathfinder Roleplaying Game Bestiary 2
NE Tiny undead (mythic)
Init +14/–6MF, dual initiative; Senses darkvision 60 ft., true seeing; Perception +29

Defense

AC 34, touch 23, flat-footed 30 (+3 Dex, +1 dodge, +11 natural, +7 profane, +2 size)
hp 228 (15d8+161)
Fort +18, Ref +17, Will +23
Defensive Abilities channel resistance +5, devour spellMA, fortification (50%)MA, rejuvenationMA, unholy grace; DR 20/—; Immune acid, cold, electricity, magic, polymorph, undead traits
Weaknesses vorpal susceptibility

Offense

Speed fly 30 ft. (perfect)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks devour soulMA, mythic power (7/day, surge +1d10), mythic spell-like abilitiesMA, obliterating wailMA

Spell-Like Abilities (CL 20th; concentration +27)
Constant—true seeing
At will—greater major curse (DC 26)MA, telekinesis (DC 21), wail of the banshee (20-ft.-radius spread centered on the mythic demilich; DC 26)

Statistics

Str 6, Dex 17, Con —, Int 23, Wis 20, Cha 25
Base Atk +11; CMB +12; CMD 30
Feats Ability Focus (devour soul), AlertnessMF, Defensive Combat Training, Dodge, Flyby AttackB, Improved InitiativeMF, Iron WillMF, Lightning ReflexesMF, Mobility
Skills Bluff +22, Fly +23, Knowledge (arcana) +24, Knowledge (dungeoneering) +21, Knowledge (history) +21, Knowledge (planes) +21, Knowledge (religion) +19, Perception +29, Sense Motive +29, Spellcraft +24, Stealth +29
Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal, Necril
SQ unholy awareness

Ecology

Environment any
Organization solitary
Treasure triple

Special Abilities

Devour Soul (Su) As a standard action with a range of 300 feet, a mythic demilich can imprison the soul of one living creature within one of 10 special gems embedded in its skull. Alternatively, a mythic demilich can expend one use of mythic power to target two living creatures that are within 30 feet of each other. If a target succeeds at a DC 26 Fortitude save, it gains three permanent negative levels. If it fails, its soul is immediately drawn into one of the gems in the mythic demilich’s skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature’s soul remains trapped in the gemstone, it cannot be restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed mythic demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection.

After one hour, the mythic demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. The save DC is Charisma-based, and includes a +2 bonus for the Ability Focus feat.

Devour Spell (Su) A mythic demilich can expend one use of mythic power as an immediate action to attempt to counter a spell as if the mythic demilich cast mythic dispel magic.

Greater Major Curse (Sp) This spell-like ability functions like major curse, but can have one of the following effects: –12 to one ability score; –6 to two ability scores; –8 penalty on attack rolls, saves, and checks; or a 25% chance to act normally. This ability is treated as a 9th-level spell. Additionally, a mythic demilich can expend one use of mythic power to cast a quickened version of this spell-like ability.

Immunity to Magic (Su) A mythic demilich is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells function differently against the creature, as noted below.

  • A dispel evil spell deals 2d6 points of damage, with no saving throw.
  • Holy smite affects a mythic demilich normally.
  • A power word kill spoken by an ethereal caster deals 50 points of damage to the mythic demilich if it fails a Fortitude save (with a DC determined as though the spell allowed a saving throw).
  • A shatter spell deals 1d6 points of damage per two caster levels (maximum 10d6), with no saving throw.

Obliterating Wail (Su) Creatures killed by a mythic demilich’s wail of the banshee spell-like ability immediately crumble to dust, at which point only miracle or wish can restore the dead creature to life.

Rejuvenation (Su) A destroyed mythic demilich reforms in 2d6 hours. To permanently destroy a mythic demilich, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, holy word or dispel evil must be cast. If the caster succeeds at a caster level check with a DC equal to 15 + the mythic demilich’s Hit Dice, the mythic demilich is permanently destroyed.

Telekinetic Storm (Su) As a special use of its telekinesis spell-like ability, a mythic demilich can churn up its treasure, dust, bones, and other loose debris in the area into a whirling storm about its skull. The storm obscures vision as a fog cloud within a 20-foot spread centered on the mythic demilich’s skull. Creatures within the storm take 12d6 points of damage per round on the mythic demilich’s turn (Reflex DC 20 for half damage). The mythic demilich can maintain the storm indefinitely by concentrating.

Unholy Awaress (Ex) A mythic demilich does not suffer from a non-mythic demilich’s torpor.

Unholy Grace (Su) A mythic demilich gains a bonus on saves and a profane bonus to AC equal to its Charisma modifier.

Vorpal Susceptibility (Ex) Only epic vorpal weapons ignore a mythic demilich’s damage reduction. Other abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge, do not apply against a demilich unless the attacker is wielding a vorpal weapon.

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