Lich, Dry

Medium Undead (Augmented Humanoid) — CR 18

Realmshelps (RH)3.5
Hit Dice
15d12+15 (112 hp)
Initiative
+0
Speed
30 ft, 30 ft. (20 ft. in full plate)
Armor Class
29, touch 10, flat-footed 29
Base Attack / Grapple
+8/+10
Attack
Touch +10 melee or +1 scorpion-tail whip +11 melee or light crossbow +8 ranged Full Attack: Touch +10 melee or +1 scorpion-tail whip +11/+6 melee or light crossbow +8 ranged
STR
14
DEX
10
INT
12
WIS
25
CHA
12
Fort / Ref / Will
+11 / +10 / +20
Challenge Rating
18
Alignment
Neutral Evil
Level Adjustment
+5

Special Abilities

DR 10/bludgeoning and magicAura of despairConstitution draindesiccating touch 5d6greater droughtpillar of salt 1/dayrebuke undead 4/day (+52d6+65th)the wasting 1/day

Feats

Lich, Dry (CR 18)

Medium Undead (Augmented Humanoid)
Alignment: Neutral Evil
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +15, and Spot +15
Languages: usually Common

AC: 29 (+8 natural, +11 +3 full plate), touch 10, flat-footed 29
Hit Dice: 15d12+15 (112 hp); DR: 10/bludgeoning and magic
Fort +11, Ref +10, Will +20 Speed: 30 ft. (20 ft. in full plate)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Touch +10 melee or +1 scorpion-tail whip +11 melee or light crossbow +8 ranged
Full Attack: Touch +10 melee or +1 scorpion-tail whip +11/+6 melee or light crossbow +8 ranged
Damage: Touch 5d6 dehydration plus Constitution drain, +1 scorpion-tail whip 1d4+3 nonlethal plus poison, light crossbow 1d8/19-20
Special Attacks/Actions: Aura of despair, Constitution drain, desiccating touch 5d6, greater drought, pillar of salt 1/day, rebuke undead 4/day (+5, 2d6+6, 5th), the wasting 1/day Abilities: Str 14, Dex 10, Con -, Int 12, Wis 25, Cha 12
Special Qualities: +6 turn resistance, asherati traits, body lamp, create sand golem, create salt mummy, fast healing 2, immunity to dessication, hear, polymorph, and mind-affecting spells and abilities
Feats: Combat Casting; Heat Endurance; Exotic Weapon Proficiency (scorpion-tail whip); Improved Heat Endurance; Lightning Reflexes; Spell Penetration; Scorpions Sense; Track
Skills: (+16 casting defensively), Concentration +12, Hide +5 (+7 sand), Intimidate +12, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (religion) +7, Listen +15, Move Silently +5, Search +9, Spellcraft +13, Spot +15, Survival +15 (+17 to avoid becoming lost, and aboveground)
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Warm deserts
Organization: Solitary
Treasure/Possessions: Standard coins; standard goods; double items

Description

Lich, Dry (CR 18)

Medium Undead (Augmented Humanoid)
Alignment: Neutral Evil
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +15, and Spot +15
Languages: usually Common

AC: 29 (+8 natural, +11 +3 full plate), touch 10, flat-footed 29
Hit Dice: 15d12+15 (112 hp); DR: 10/bludgeoning and magic
Fort +11, Ref +10, Will +20 Speed: 30 ft. (20 ft. in full plate)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Touch +10 melee or +1 scorpion-tail whip +11 melee or light crossbow +8 ranged
Full Attack: Touch +10 melee or +1 scorpion-tail whip +11/+6 melee or light crossbow +8 ranged
Damage: Touch 5d6 dehydration plus Constitution drain, +1 scorpion-tail whip 1d4+3 nonlethal plus poison, light crossbow 1d8/19-20
Special Attacks/Actions: Aura of despair, Constitution drain, desiccating touch 5d6, greater drought, pillar of salt 1/day, rebuke undead 4/day (+5, 2d6+6, 5th), the wasting 1/day Abilities: Str 14, Dex 10, Con -, Int 12, Wis 25, Cha 12
Special Qualities: +6 turn resistance, asherati traits, body lamp, create sand golem, create salt mummy, fast healing 2, immunity to dessication, hear, polymorph, and mind-affecting spells and abilities
Feats: Combat Casting; Heat Endurance; Exotic Weapon Proficiency (scorpion-tail whip); Improved Heat Endurance; Lightning Reflexes; Spell Penetration; Scorpions Sense; Track
Skills: (+16 casting defensively), Concentration +12, Hide +5 (+7 sand), Intimidate +12, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (religion) +7, Listen +15, Move Silently +5, Search +9, Spellcraft +13, Spot +15, Survival +15 (+17 to avoid becoming lost, and aboveground)
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Warm deserts
Organization: Solitary
Treasure/Possessions: Standard coins; standard goods; double items

Combat

Lich, Dry (CR 18)

Medium Undead (Augmented Humanoid)
Alignment: Neutral Evil
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +15, and Spot +15
Languages: usually Common

AC: 29 (+8 natural, +11 +3 full plate), touch 10, flat-footed 29
Hit Dice: 15d12+15 (112 hp); DR: 10/bludgeoning and magic
Fort +11, Ref +10, Will +20 Speed: 30 ft. (20 ft. in full plate)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Touch +10 melee or +1 scorpion-tail whip +11 melee or light crossbow +8 ranged
Full Attack: Touch +10 melee or +1 scorpion-tail whip +11/+6 melee or light crossbow +8 ranged
Damage: Touch 5d6 dehydration plus Constitution drain, +1 scorpion-tail whip 1d4+3 nonlethal plus poison, light crossbow 1d8/19-20
Special Attacks/Actions: Aura of despair, Constitution drain, desiccating touch 5d6, greater drought, pillar of salt 1/day, rebuke undead 4/day (+5, 2d6+6, 5th), the wasting 1/day Abilities: Str 14, Dex 10, Con -, Int 12, Wis 25, Cha 12
Special Qualities: +6 turn resistance, asherati traits, body lamp, create sand golem, create salt mummy, fast healing 2, immunity to dessication, hear, polymorph, and mind-affecting spells and abilities
Feats: Combat Casting; Heat Endurance; Exotic Weapon Proficiency (scorpion-tail whip); Improved Heat Endurance; Lightning Reflexes; Spell Penetration; Scorpions Sense; Track
Skills: (+16 casting defensively), Concentration +12, Hide +5 (+7 sand), Intimidate +12, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (religion) +7, Listen +15, Move Silently +5, Search +9, Spellcraft +13, Spot +15, Survival +15 (+17 to avoid becoming lost, and aboveground)
Advancement: By character class
Level Adjustment: +5 Climate/Terrain: Warm deserts
Organization: Solitary
Treasure/Possessions: Standard coins; standard goods; double items