Lich

Lich is the final boss of Lich's Tower, and one of Johnathon's Four Generals. The room after Eirika & Ephraim leads to a teleport to his room, which is pretty much on another plane. It looks like a graveyard, and smells faintly of bloodstone, opal, and onyx. His Phylactery, or soul gems as it may be, are hidden in a bag of holding underground in a corner of his room. It requires an Anti-magic field to get them, as they are within the bag itself.
Although Lich is considered a single entity, he is not. He is not even entirely male. He is actually a series of Demiliches built to look like a lich. The pieces of Lich were once bosses of other dungeons, going all the way back to the first dungeon I had. The pieces are Kain (Head - level 80 wizard/5 archmage), Johnny (Ribcage - level 70 cleric), Tiff (Right leg - Level 6 nymph/58 druid), Wrexsoul (Right hand - level 60 sorcerer), Benjamin (Left leg - level 50 sorcerer), and Brogart (Left hand - level 50 Wizard).
=Kain (Skull)=
Size/Type: Diminutive Undead
Hit Dice: 85d12+170 (1190)
Initiative: +20
Speed: Fly 180 perfect
Armor Class: 140 (+4 size, +85 insight, +5 Natural, +10 deflection, +20 dexterity, +6 AC), Touch 129, Flat-footed 120
Base Attack/Grapple: +46/+43
Attack: Touch +161 (10d6+20 plus paralyzing touch (Fort DC 121) melee 
Full Attack: Touch +161 (10d6+20 plus paralyzing touch (Fort DC 121) melee 
Space/Reach: 1 ft./0 ft. 
Special Attacks: CL 85 (wizard), Spell-like Abilities, Fear Aura, Paralyzing Touch
Special Qualities: Undead Traits, Magic Immunities, Perfect Still Spell, DR 15/epic and Bludgeoning (vorpal ignores, but ½ damage), Resist Acid, fire and Sonic 20, Phylactery Transference, High Arcana [Spell Power, Arcane Reach (30'), Mastery of Elements, Mastery of Shaping, Spell-like Ability (Energy Drain)]
Saves: Fort +41, Ref +59, Will +82
Abilities: Str 36, Dex 50, Con --, Int 92, Wis 70, Cha 62
Skills: “Balance +108, “Bluff +114, Concentration +88, Craft (Alchemy, Armorsmithing, Poisons, Weaponsmithing) +129, Decipher Script +129, “Diplomacy +114, “Disguise +108, “Escape Artist +108, “Gather Information +114,“Hide +128, Knowledge (Arcane, Architecture, Dungeoneering, Geography, History, Local, Nature, Nobility, Psionics, Religion, The Planes) +129, “Listen +138, “Move Silently +108 Search +159, “Sense Motive +138, Spellcraft +129 +3, “Spot +138, “Use Magic Device +114
Feats: Skill Focus (Spellcraft) (r), Weapon Finesse, Silent Spell, Quicken Spell, Combat Casting, Arcane Mastery, Twin Spell, Weapon Focus (Ray), Split Ray, Multispell x3***, Maximize Spell, Empower Spell, Intensify Spell, Improved Combat Casting, Permanent Emanation (Antilife Shell), Spell Opportunity, Heighten Spell, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Forge Ring, Craft Staff, Craft Epic Magic Arms and Armor, Craft Epic Wondrous Item, Forge Epic Ring, Repeat Spell,
Bonus Feats: Tenacious Magic (Sword of Darkness, Sphere of Ultimate Destruction) &*, Automatic Quicken Spell (15)&****, Blinding Speed&, Spell Focus (Necromancy, Transmutation)**, Improved Metamagic x7******&, Automatic Silent Spell (12)****, Epic Spellcasting, Spell Stowaway (Harm, Time Stop)**, Chain Spell, Extend Spell, Persistent Spell, Scribe Scroll &
Alignment: Chaotic Evil
Song: Undercity
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 40) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a fortitude save (DC121) or be 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 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like abilities: At will—alter self, astral projection, greater create undead, create undead, death knell, enervation, “Energy Drain (Twin, Split, Intensified)”, greater dispel magic, heal, harm, summon monster i–IX, telekinesis, and weird; 2/day— greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are 121.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects that offer spell resistance, 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 (Fortitude save for half damage). Holy smite spells affect demiliches normally. A Demilich may forgo this protection at will.
Phylactery Transference (Su): 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 s of items utilized simultaneously still apply.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or Energy Drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
==Spells:==
*Antilife Shell – Only undead, elementals, constructs, & Outsiders may enter 10' radius around.
*Heightened Wail of the Banshee (level 43) – (Fort DC 94 vs. death)
*Repeat Twin Intensified Sphere of Annihilation (level 14 – 2040 damage (Fort 60 for partial (60) x2, Repeats next turn)
*Twin Sword of Darkness (level 11) – (2 attacks per round+85 (85 rounds) 1 negative level 19-20x2)
*Twin Intensified Persistent Sword of Deception (level 14)– (2 attacks per round+85 (24 hours) 16 damage and -2 on next saving throw 19-20x2)
*Chain Split Intensified Energy Drain (level 13) - (2 ranged attacks (+161) -16 levels each, splits to effect up to 85 additional (within 30') for -8 levels.)
==Spell-like:==
*Split Twin Intensified Energy Drain (level 14; 4 ranged attacks (+161) -16 levels each)
===Epic Spells:===
Brain Drain: Base Seed Afflict
Spellcraft DC: 14 + additional 10 + 108 (DC 132)
Components: 	V, S
Range: 300 ft
Target: four 10' cubes
Duration: 20 mins
Saving Throw: Will Negates: 51
Spell Resistance: Yes 
Deals 55 Intelligence Damage.
Level Drain: Base Seed Slay
Spellcraft DC: 25 + 10 additional +92 +6 Maximize (DC 133)
Components: 	V, S
Range: 300 ft
Target: four 10' cubes
Duration: Instantaneous
Saving Throw: Fortitude Half (DC 51)
Spell Resistance: Yes 
Deals 100 Negative Levels.
=Johnny (Ribcage)=
Size/Type: Diminutive Undead
Hit Dice: 70d12+140 (980)
Initiative: +25
Speed: Fly 180 perfect
Armor Class: 126 (+4 size, +70 insight, +5 Natural, +10 deflection, +21 dexterity, +6 AC), Touch 115, Flat-footed 105
Base Attack/Grapple: +70*/+65
Attack: Touch +161 (10d6+20 plus paralyzing touch (Fort DC 112) melee 
Full Attack: Touch +161 (10d6+20 plus paralyzing touch (Fort DC 112) melee 
Space/Reach: 1 ft./0 ft. 
Special Attacks: CL 70 (Cleric), Spell-like Abilities, Fear Aura, Paralyzing Touch, Rebuke Undead
Special Qualities: Undead Traits, Magic Immunities, Perfect Still Spell, DR 15/epic and Bludgeoning (vorpal ignores, but ½ damage), Resist Acid, fire and Sonic 20, Phylactery Transference, 
Saves: Fort +39, Ref +52, Will +76
Abilities: Str 32, Dex 52, Con --, Int 46, Wis 88, Cha 74
Skills: “Bluff +105, Concentration +75, Diplomacy +105, “Disguise +94, “Hide +114, Knowledge (Arcana, Religion, the Planes) +91, “Listen +142, “Move Silently +114, “Sense Motive +142, “Spot +142, Spellcraft +112,
Feats: , Weapon Finesse, Silent Spell, Quicken Spell, Combat Casting, Arcane Mastery, Twin Spell, Split Ray, Multispell x3***, Maximize Spell, Empower Spell, Intensify Spell, Improved Combat Casting, Spell Opportunity, Heighten Spell, Repeat Spell, Automatic Silent Spell (12)****, Bonus Domain (Fate, Pride, Undeath) ***, 
Bonus Feats: Tenacious Magic (Divine Favor) &, Automatic Quicken Spell (15)&****, Blinding Speed&, Improved Metamagic x7******&, Epic Spellcasting, Spell Stowaway (Harm, Heal, Time Stop)***, Extend Spell, Persistent Spell, Improved Initiative&, Extra Turning&
Alignment: Chaotic Neutral
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 46) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a fortitude save (DC 112) or be 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 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like abilities: At will—alter self, astral projection, greater create undead, create undead, death knell, enervation, greater dispel magic, heal, harm, summon monster i–IX, telekinesis, and weird; 2/day— greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are 112.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects that offer spell resistance, 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 (Fortitude save for half damage). Holy smite spells affect demiliches normally. A Demilich may forgo this protection at will.
Phylactery Transference (Su): 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 s of items utilized simultaneously still apply.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or Energy Drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
Domains: Time, Destruction, Fate, Pride, 
==Spells:==
*Persisted Divine Power: +CL base attack bonus, +CL HP
*Persisted Foresight: +2 insight to AC and reflex saves, cannot be flatfooted.
*Split Intensified Twin Disintegrate: (level 12) – ( 4 +161 ranged touch attack; 1680 damage (Fort 56 for half))
*Twin Twin Mass Harm (level 11+1 Heightened): – (4x 700 negative damage bursts (30') Will DC 59 for half; cannot go below 1 hp)
*Intensified Empowered Twin Blade Barrier (level 12): – (2x 1260 force damage barrier (70 mins) Reflex 55 halves)
*Heightened Withering Palm (level 7+28 (level 35): – (35 strength and Constitution damage (critical = drain) Fort. 84 negates)
*Twin Persistent Compulsive Field, Greater (Level 10): – (2x 30' around you all that fall to 9 or lower HP die. (Will 56 negates) all that die give caster +1d8 hp, +2 Str., and +1 CL (up to ½ original)
*Twin Twin Intensified Blood to Water (level 15): – (4x 24 Con. Damage. (Fort 56 halves)
*Brilliant Aura (level 8): – (Weapons become Brilliant Energy weapons: Will 57 negates (harmless))
===Epic Spells:===
Contingent Revival (Contingent Life seed, quickened)
Quickened Revival (Up to 5 targets)
=Tiff (R. Leg)=
Size/Type: Diminutive Undead
Hit Dice: 64d12+128 (896)
Initiative: +21
Speed: Fly 180 perfect
Armor Class: 145 (+4 size, +94 insight, +5 Natural, +10 deflection, +16 dexterity, +6 AC), Touch 134, Flat-footed 129
Base Attack/Grapple: +37/+31
Attack: Touch +117 (10d6+20 plus paralyzing touch (Fort DC 104) melee 
Full Attack: Touch +117 (10d6+20 plus paralyzing touch (Fort DC 104) melee 
Space/Reach: 1 ft./0 ft. 
Special Attacks: CL 65 (Druid), Spell-like Abilities, Fear Aura, Paralyzing Touch, Stunning Glance, 
Special Qualities: Undead Traits, Magic Immunities, Perfect Still Spell, DR 15/epic and Bludgeoning (vorpal ignores, but ½ damage), 10/cold iron, Resist Acid, fire and Sonic 20, Phylactery Transference, Unearthly Grace
Saves: Fort +66, Ref +79, Will +99
Abilities: Str 30, Dex 42, Con --, Int 46, Wis 80, Cha 70
Skills: “Bluff +97, Concentration +69, Diplomacy +97, “Disguise +97, Handle Animal +97, “Hide +108, Heal +102, Knowledge (Nature) +85, Listen +122, “Move Silently +108, “Search +105, “Sense Motive +122, Spellcraft +102, Spot +122, Survival +102, Swim +77(+8)
Feats: Weapon Finesse, Silent Spell, Quicken Spell, Combat Casting, Twin Spell, Multispell x2**, Maximize Spell, Empower Spell, Intensify Spell, Improved Combat Casting, Heighten Spell, Automatic Silent Spell (12)****, Spell Stowaway (Harm, Heal)**, Extend Spell, Persistent Spell, Corrupt Spell, Reach Spell
Bonus Feats: Tenacious Magic (Foresight) &, Automatic Quicken Spell (15)&****, Blinding Speed&, Improved Metamagic x7******&, Epic Spellcasting, 
Alignment: Neutral Evil
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 46) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a fortitude save (DC 112) or be 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 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like abilities: At will—alter self, astral projection, greater create undead, create undead, death knell, enervation, greater dispel magic, heal, harm, summon monster i–IX, telekinesis, and weird; 2/day— greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are 104.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects that offer spell resistance, 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 (Fortitude save for half damage). Holy smite spells affect demiliches normally. A Demilich may forgo this protection at will.
Phylactery Transference (Su): 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 s of items utilized simultaneously still apply.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or Energy Drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 72 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. 
==Spells:==
*Intensified Empowered Empowered Twin Salt Ray (level 10): – (2x +117 ranged Touch; 780 damage and Fort 47 or stunned for 1 round.)
*Twin Empowered Intensified Flame Strike (level 10): – (2x 1164 divine fire damage, Reflex 49 half)
*Twin Corrupt Intensified Arc of Lightning (level 10): – (2x 1164 divine electricity damage, Reflex 49 half)
*Serpent's Swiftness, Mass (level 2): – (all allies attack once more (no stacking))
*Twin Twin Empowered Intensified Splinterbolt (level 12): – (4x (16x 72 piercing damage (18-20))
=Wrexsoul (R. Arm)=
Size/Type: Diminutive Undead
Hit Dice: 60d12+120 (896)
Initiative: +21
Speed: Fly 180 perfect
'Armor Class: 111 (+4 size, +60 insight, +5 Natural, +10 deflection, +16 dexterity, +6 AC), Touch 100, Flat-footed 95
'Base Attack/Grapple: +30/+31
Attack: Touch +106 (10d6+20 plus paralyzing touch (Fort DC 95) melee 
Full Attack: Touch +106 (10d6+20 plus paralyzing touch (Fort DC 95) melee 
Space/Reach: 1 ft./0 ft. 
Special Attacks: CL 60 (Sorcerer), Spell-like Abilities, Fear Aura, Paralyzing Touch, 
Special Qualities: Undead Traits, Magic Immunities, Perfect Still Spell, DR 15/epic and Bludgeoning (vorpal ignores, but ½ damage), Resist Acid, fire and Sonic 20, Phylactery Transference, 
Saves: Fort +28, Ref +42, Will +52
Abilities: Str 18, Dex 42, Con --, Int 30, Wis 50, Cha 70
Skills: Bluff +94, Concentration +66, “Hide +100, “Listen +104, Knowledge (Arcana) +74, “Move Silently +100, Spellcraft +94, “Spot +104,
Feats: Weapon Finesse, Silent Spell, Quicken Spell, Combat Casting, Twin Spell, Multispell x2**, Maximize Spell, Empower Spell, Intensify Spell, Improved Combat Casting, Heighten Spell, Automatic Silent Spell (15)*****, Spell Stowaway (Harm, Time Stop)**, Extend Spell, Persistent Spell, 
Bonus Feats: Tenacious Magic () &, Automatic Quicken Spell (15)&****, Blinding Speed&, Improved Metamagic x7******&, Epic Spellcasting, Spell Focus (Conjuration), Augment Summoning
Alignment: Chaotic Evil
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 46) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a fortitude save (DC 112) or be 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 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like abilities: At will—alter self, astral projection, greater create undead, create undead, death knell, enervation, greater dispel magic, heal, harm, summon monster i–IX, telekinesis, and weird; 2/day— greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are 104.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects that offer spell resistance, 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 (Fortitude save for half damage). Holy smite spells affect demiliches normally. A Demilich may forgo this protection at will.
Phylactery Transference (Su): 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 s of items utilized simultaneously still apply.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or Energy Drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
==Spells:==
Gate: Summons Monster: +4 Str & Con. (see below)
===Epic Spells:===
Epic Enlarge Creature: +3 Size Categories (+6 str, -6 dex, -3 AC/attack rolls) (60 mins) +32 save (94 DC)
Fort Negates 84. 
====Hecatoncheires====
Size/Type: Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 52d8+676 (1092 hp)
Initiative: +10 (+2 Dex, +8 Superior Initiative)
Speed: 100 ft.
Armor Class: 70 (–2 size, +30 natural, +20 insight, +12 armor [+5 half-plate), touch 30, flat-footed 70
Base Attack/Grapple: +52/+80
Attack: Greatsword +86 (2d6+34/17-20) melee; or boulder +55 (2d8+22/19-20) ranged
Full Attack: 100 greatswords +86 (2d6+34/17-20) melee; or 100 boulders +55 (2d8+22/19-20) ranged
Space/Reach: 15 ft./15 ft.
Special Attacks: Superior multiweapon fighting, spell-like abilities, summon hecatoncheires
Special Qualities: Abomination traits, electricity immunity, regeneration 40, fast healing 50, SR 70, DR 20/Good and Epic and Cold Iron
Saves: Fort +41, Ref +30, Will +27
Abilities: Str 54, Dex 15, Con 36, Int 10, Wis 8, Cha 24
Skills: Climb +75, Diplomacy +13, Hide -12, Intimidate +40, Jump +89, Knowledge (history) +33, Listen +104, Search +105, Sense Motive +49, Spot +104, Survival +54
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (greatsword), Improved Critical (boulder), Improved Initiative, Multiweapon Fighting, Power Attack, Improved Sunder, Weapon Focus (greatsword), Weapon Focus (boulder), Devastating Critical (DC 58), Overwhelming Critical, Epic Weapon Focus (greatsword), Epic Weapon Focus (boulder), Multiweapon Rend
Alignment: Always chaotic evil
A hecatoncheires’ natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Superior Multiweapon Fighting (Ex): A hecatoncheires fights with a greatsword or a boulder in each hand. The hecatoncheires does not suffer an attack or damage penalty for attacking with one hundred weapons. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).
Skills: A hecatoncheires’ fifty heads give it a +50 racial bonus on Listen, Spot, and Search checks.
Spell-Like abilities: At will— greater magic weapon, fly, shield. Caster level 50th; save DC 17 + spell level. The DC is Charisma-based.
Summon Hecatoncheires (Sp): A hecatoncheires can summon one other hecatoncheires once per day, though is loath to do so because then it will be similarly obligated to answer its sibling’s summoning. A summoned hecatoncheires cannot use its summoning power while “summoned.”
Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to Energy Drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Regeneration (Ex): Hecatoncheires take normal damage from good weapons or weapons tempered with the blood of a deity. 
====Uvuudaum====
Size/Type: Large Outsider (Evil, Extraplanar)
Hit Dice: 38d8+646 (817 hp hp)
Initiative: +14 (Dex)
Speed: 80 ft., climb 40 ft.
Armor Class: 52 (+14 Dex, –1 size, +29 natural), touch , flat-footed
Base Attack/Grapple: +38/+56
Attack: Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee
Full Attack: Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Confusion aura, spell-like abilities, Wisdom drain
Special Qualities: Blindsight 500 ft., DR 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, SR 39
Saves: Fort +40, Ref +37, Will +41
Abilities: Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46
Skills: Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59
Feats: Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack
'Alignment: Neutral Evil
Uvuudaums can speak telepathically to any creature within 500 feet that has a language.
A uvuudaum’s natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.
COMBAT
Confusion Aura (Su): This ability operates continuously, as the confusion spell but with a 30-foot radius. Potential victims can make a Will save (DC 47) to resist confusion. Those affected by the aura can make a new save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum’s confusion aura for 24 hours. The save DC is Charisma-based.
Wisdom Drain (Su): This effect permanently reduces a living opponent’s Wisdom score by 2d4 points when the creature hits with its head spike, or twice that amount on a critical hit. The creature regains 5 lost hit points (or 10 on a critical hit ) whenever it drains Wisdom, gaining any excess hit points as temporary hit points. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a fortitude save (DC 47). The save DC is Charisma-based.
Spell-Like abilities: At will—confusion, dimension door, greater dispell magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web; 3/day—chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, greater scrying, teleport, wall of force; 1/day—contingent resurrection, nailed to the sky, time duplicate (epic spells), time stop. Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.
Regeneration (Ex): Uvuudaums take normal damage from holy weapons, cold, and fire. 
====Phane====
Size/Type: Large Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 36d8+396+60 (744 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 80 ft., fly 120 ft. (perfect)
Armor Class: 50 (–1 size, +7 Dex, +11 deflection, +23 insight), touch 50, flat-footed 43
Base Attack/Grapple: +36/—
Attack: Incorporeal touch +43 (1d6 plus stasis touch) melee
Full Attack: Incorporeal touch +43 (1d6 plus stasis touch) melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, stasis touch, chronal blast, time leach, summon past time duplicate
Special Qualities: Abomination traits, null time field, time regression, fast healing 15, regeneration 15, SR 37, DR 15/epic, sonic immunity
Saves: Fort +31, Ref +29, Will +29
Abilities: Str —, Dex 25, Con 32, Int 24, Wis 16, Cha 33
Skills: Balance +46, Concentration +48, Diplomacy +50, Hide +42, Jump +20, Knowledge (arcana, religion, the planes) +46, Listen +44, Move Silently +46, Search +46, Sense Motive +42, Spellcraft +46, Spot +44, Swim +39, Tumble +46
Feats: Alertness, Combat Reflexes, Dodge, Great fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch), Blinding Speed, Epic Toughness (x2) Epic Will, Spell Stowaway (time stop)
Alignment: Chaotic Evil
A phanes’ natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
COMBAT
Spell-Like abilities: At will—detect good, detect magic, greater invisibility (self only); 5/day—haste, slow, greater teleport], tongues, trap the soul, true strike, unholy aura; 2/day—safe time, time duplicate (epic spell); 1/day—time stop. Caster level 21st; save DC 21 + spell level. The DC is Charisma-based.
Stasis Touch (Su): As temporal stasis, except as an at-will supernatural ability. Caster level 25th; save DC 21 + spell level. The DC is Charisma-based.
Chronal Blast (Su): As a standard action, the phane can make a ranged touch attack against any creature within 100 feet. If it succeeds, the subject is targeted by a spasm of space-time flux, dealing 15d6 points of damage.
Time Leach (Su): For every round of apparent time experienced by the phane, it automatically absorbs the “future” from any creature it has successfully encapsulated in static time via its stasis touch (not its null time field), no matter the distance separating victim and phane, and no matter the number of victims. Of course, to the victim no time passes at all, but each apparent round experienced by the phane ages the victim 1d4 years, at the same time healing the phane of 20 hit points of damage. A victim who is not somehow released from static time by a friend who can cast dispel magic, greater dispell magic, or some other likely spell, eventually ages to death. Victims killed in this manner automatically fall out of static time as desiccated husks that disintegrate to a fine dust with even the lightest touch. Victims who are released prior to death immediately apply the physical effects of aging, but not the mental effects.
Summon Past Time Duplicate (Sp): Once per day, a phane can summon a duplicate of one its foes stolen from a parallel alternate past. The stolen time duplicate has the same stats and possessions as the original, but is treated as if having two Energy Drains (which simulates a less experienced version of the original). The phane can never summon a past time duplicate of a creature with more than 25 HD (add sufficient Energy Drains to compensate for high foe HD, if necessary). The past time duplicate, despite having most of the knowledge of the original, serves the phane loyally like any summoned creature. If the past time duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Will save (DC 30) or be shaken for 1d4 rounds after witnessing the death of a duplicate for the first time.
Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to Energy Drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Null Time Field (Ex): Phanes continually generate a 30-foot-radius spread null time field. All creatures and objects in the field, except the phane, must make a Will saving throw (DC 30) each round to take any actions. On a failed save, subjects are stuck in a static time stream until their next round of actions, at which time they must make another saving throw. While a subject is stuck in a static time stream induced by a null time field, the phane can use its static touch on the subject, though in all other ways, the subject is invulnerable to attacks and damage as if in temporal stasis.
Time Regression (Su): If the phane spends an action per round for four rounds, at the end of the 4th round the phane regresses back in time 4 rounds, to the very 1st round it originally began concentrating on time regression. On its second pass through the time stream, it can take completely different actions, based on its knowledge of the future (though if it takes different actions from its first pass through the time stream, the events of the original time stream are also changed).
Regeneration (Ex): Phanes take normal damage from holy and good weapons, and from weapons forged in the future or an alternate reality’s time stream (if any).
=Benjamin (L. Leg)=
Size/Type: Diminutive Undead
Hit Dice: 50d12+100 (700)
Initiative: +14
Speed: Fly 180 perfect
Armor Class: 103 (+4 size, +50 insight, +9 Natural, +10 deflection, +14 dexterity, +6 AC), Touch 88, Flat-footed 89
Base Attack/Grapple: +25/+31
Attack: Touch +84 (10d6+20 plus paralyzing touch (Fort DC 84) melee 
Full Attack: Touch +84 (10d6+20 plus paralyzing touch (Fort DC 84) melee 
Space/Reach: 1 ft./0 ft. 
Special Attacks: CL 50 (Sorcerer), Spell-like Abilities, Fear Aura, Paralyzing Touch, 
Special Qualities: Undead Traits, Magic Immunities, Perfect Still Spell, DR 15/epic and Bludgeoning (vorpal ignores, but ½ damage), Resist Acid and Sonic 20, Phylactery Transference, Immune to Fire
Saves: Fort +23, Ref +35, Will +44
Abilities: Str 28, Dex 38, Con --, Int 34, Wis 44, Cha 58
Skills: Bluff +94, Concentration +66, “Hide +100, “Listen +104, Knowledge (Arcana) +74, “Move Silently +100, “Search +86 Spellcraft +94, “Spot +104,
Feats: Silent Spell, Quicken Spell, Combat Casting, Twin Spell, Multispell x2**, Maximize Spell, Empower Spell, Intensify Spell, Improved Combat Casting, Heighten Spell, Automatic Silent Spell (12)****, Arcane Mastery, 
Bonus Feats: Tenacious Magic (Sonorous Hum) &, Automatic Quicken Spell (12)&***, Blinding Speed&, Improved Metamagic x7******&, Epic Spellcasting
Alignment: Chaotic Evil
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 46) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a fortitude save (DC 112) or be 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 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like abilities: At will—alter self, astral projection, greater create undead, create undead, death knell, enervation, greater dispel magic, heal, harm, summon monster i–IX, telekinesis, and weird; 2/day— greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are 104.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects that offer spell resistance, 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 (Fortitude save for half damage). Holy smite spells affect demiliches normally. A Demilich may forgo this protection at will.
Phylactery Transference (Su): 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 s of items utilized simultaneously still apply.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or Energy Drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
==Spells:==
*Intense Black Blade of Destruction (level 10): – (Concentration(50 rounds) +84 melee touch 1200 damage (DC 43 half)
*Twin Twin Intensified Orb of Force (level 12): – (4x +84 Ranged touch 600 damage)
*Intensified Maw of Chaos (level 10): – (50 rounds - 600 damage and Will 43 or dazed for 1 round; Concentration 25+spell level to cast within)
*Forcecage:
=Brogart (L. Arm)=
Size/Type: Diminutive Undead
Hit Dice: 50d12+100 (700)
Initiative: +10
Speed: Fly 180 perfect
Armor Class: 85 (+4 size, +50 insight, +5 Natural, +10 deflection, +10 dexterity, +6 AC), Touch 74, Flat-footed 75
Base Attack/Grapple: +25/+31
Attack: Touch +84 (10d6+20 plus paralyzing touch (Fort DC 76) melee 
Full Attack: Touch +84 (10d6+20 plus paralyzing touch (Fort DC 76) melee 
Space/Reach: 1 ft./0 ft. 
Special Attacks: CL 50 (Wizard), Spell-like Abilities, Fear Aura, Paralyzing Touch, 
Special Qualities: Undead Traits, Magic Immunities, Perfect Still Spell, DR 15/epic and Bludgeoning (vorpal ignores, but ½ damage), Resist Acid and Sonic 20, Phylactery Transference, Immune to Fire
Saves: Fort +23, Ref +35, Will +44
Abilities: Str 20, Dex 30, Con --, Int 56, Wis 44, Cha 42
Skills: “Bluff +70, Concentration +66, “Hide +84, “Listen +91, Knowledge (Arcana, Local) +77, “Move Silently +84, Spellcraft +77, “Spot +91,
Feats: Combat Casting, Multispell x3***, Maximize Spell, Empower Spell, Improved Combat Casting, Heighten Spell, Automatic Silent Spell (12)****, Weapon Finesse, Improved Counterspell, Intensify Spell, Chain Spell, 
Bonus Feats: Tenacious Magic (Time Stop) &, Automatic Quicken Spell (12)&***, Blinding Speed&, Improved Metamagic x7******&, Epic Spellcasting, Scribe Scroll &, Silent Spell, Quicken Spell, Repeat Spell, Twin Spell,
Alignment: Chaotic Evil
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 46) or be affected as though by fear as cast by a 21st-level caster.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a fortitude save (DC 112) or be 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 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Spell-Like abilities: At will—alter self, astral projection, greater create undead, create undead, death knell, enervation, greater dispel magic, heal, harm, summon monster i–IX, telekinesis, and weird; 2/day— greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are 104.
Special Qualities: The demilich retains all the lich’s special qualities and also has those described below.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects that offer spell resistance, 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 (Fortitude save for half damage). Holy smite spells affect demiliches normally. A Demilich may forgo this protection at will.
Phylactery Transference (Su): 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 s of items utilized simultaneously still apply.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or Energy Drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Turn Resistance (Ex): A demilich has turn resistance +20.
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.
==Spells:==
*Reaving Dispel (level 9): – (Absorbs spells as own.)
*Twin Twin Chain Repeat Dispel Magic (level 9): – (4x 1d20+50 dispel vs. spells (up to 50 secondary) repeats next turn) 
*Intensified Empowered Twin Reciprocal Gyre (level 11): – (2x 36x(# of spells on target) Will 38 halves; failure: Fort 38 or dazed for 18 rounds.
*Twin Empowered Empowered Intensified Force Missiles (level 12): – (2x 12 missiles of 48 force damage each; bursts on adjacent for half damage)
=*Rewards*=
*Headband of Intellect +12: +12 Int; 1,440,000g
*Peritaph of Wisdom +12: +12 Wis; 1,440,000g
*Gloves of Dexterity +10: +10 Dex; 1,000,000g
*Belt of Magnificence +6: +6 all abilities; 200,000g
*Cloak of Charisma +12:+12 Cha; 1,440,000g
*Bag of Holding V: 425 cu. ft. Contents: 3000 lb.
*Lich's Heart: Undead Only. Gives +2 on Fort saves and +2 hp/level.
*Lich's Robe (Armor): +6 AC, gives Improved Metamagic as a bonus feat. +2 on saves required (not epic). Wearer loses 1 point of Constitution every action until it reaches 0. Then wearer rises as a Lich or Vampire. *Cursed – CL 40
*Relic Ring: Casts “Harm” on wearer whenever she would be targeted by a “Heal” or “Heal Mass” spell. Caster Level is equal to that of the “Heal” caster.
*Opal Wrist: Undead wearer is no longer hurt by Healing spells, Can be risen by spells such as Revivify.
*Hand of Vecna: Powers of the Hand: In order to function, the Hand of Vecna must be placed on the end of a left arm whose original hand has been severed. The bearer of the Hand loses 2 points of Dexterity that may never be regained. Removal of the hand thereafter always results in the death of the host. The touch of the Hand, once so placed, deals 1d10 points of cold damage to a target. Three times per day, its touch can permanently drain 1 ability score point (host’s choice of ability) from a victim. The host gains the points drained for the rest of that day. (They last until the next sunrise.) Once per day, the bearer of the Hand can call upon blasphemy and unholy aura. A nonevil character must make a DC 17 Will save each week to avoid becoming evil. All powers are at caster level 20th, and all DCs to resist their effects are 20.
Category:Dungeons and Dragons