18.22 Liches
Phylactery ✨: Every lich contains their soul in their phylactery. Most phylacteries are valuable gems, but other objects are possible. A phylactery must be at least Tiny in size.
Liches can commune with their phylacteries to allow their souls to temporarily inhabit their bodies. This allows their soul to process the memories stored in their body, allowing the lich to improve its skills and change its mind. A lich that never communes with its phylactery suffers no direct consequences, but is also incapable of increasing its personal power.
When a lich dies, the phylactery creates a new body for the lich after 24 hours. The new body has no memory of what happened to the original body since the last time the lich communed with its phylactery.
Liches Lore
Souls DV 13: A lich is an undead creature that intentionally severed its soul from its body and placed the soul in a vessel called a phylactery. As long as its phylactery survives, a lich cannot be fully destroyed. Becoming a lich requires horrific acts of violence, and even researching the process is generally illegal.
Souls DV 18: Because the normal body of a lich is soulless, it is incapable of growing or changing its mind. Liches must commune with their phylactery to truly learn and develop their skills. However, they must also keep their phylactery safely protected, since keeping it on their body means it could easily be destroyed if they die. Each lich must resolve this dangerous contradiction in their own way.
Souls DV 23: The body of a lich is not completely soulless. A tiny soul splinter inhabits the body, binding it to the phylactery. It provides the body no animating force, but the soul splinter returns to the phylactery when the lich’s body is destroyed. The return of that soul splinter prompts the phylactery to inhabit a new body.
HP 390 IP 195
Defenses Armor 16 Brawn 13 Fort 15 Ment 20 Ref 17
Movement 30 ft.
Senses Awareness +19 Deduction +16
Other skills Craft (bone) +16 Knowledge (arcana) +16 Knowledge (souls) +16
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Attributes -2, 5, 2, 5, 8, 10 | Alignment Chaotic evil |
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Accuracy +13; Brawling +8 | Power 8; 20 ✨ |
Okonlok, Astral Lich Lore
Souls DV 18: Okonlok learned how to become a lich on a long interplanar quest for power.
Okonlok Abilities
| Banishment ✨ | Elite action |
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Okonlok makes a +15 attack vs. Mental against up to three Large or smaller creatures within Medium (60 ft.) range. Okonlok gains a +2 accuracy bonus against planeforged creatures.
Hit: If the target is injured, it flickers to a random safe place in the Astral Plane. It does not return until the end of the next round. After it returns, it becomes immune to flickering in this way until it finishes a short rest.
| Dimension Door ✨ | Elite action |
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Okonlok teleports to an unoccupied destination on a stable surface within 300 feet of itself. Okonlok must clearly visualize the destination’s appearance and have an approximate knowledge of its direction and distance from itself. However, it does not need line of sight or line of effect to the destination.
| Giant Twinned Portals ✨ | Elite action |
Tags: Sustain (attuneable, minor)
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This spell functions like the twinned portals spell, except that the portals are 20 feet in diameter, and the maximum size of creatures or objects passing through the portal increases to Huge.
| Hostile Transposition ✨ | Elite action |
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Okonlok makes a +15 attack vs. Mental against two Large or smaller creatures within Medium (60 ft.) range. Both targets must be within Short (30 ft.) range of each other. The number of targets affected by this ability cannot by modified by abilities.
Hit: If okonlok hits both targets, they each teleport into each other’s location. If the teleportation is invalid for either target, it fails for both targets.
| Distant Splicing Grasp ✨ | Standard action |
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Okonlok must have a free hand to use this ability.
Okonlok makes a +13 attack vs. Mental against a creature it touches.
Hit: 11d10 damage. If the target is Huge or smaller, okonlok teleports it up to 30 feet.
| Massive Astral Rupture ✨ | Standard action |
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Okonlok makes a +13 attack vs. Reflex and Mental against all enemies within a Medium (30 ft.) radius from itself.
Hit: 11d8 damage.
Miss: Half damage.
| Planar Jaunt – Myriad ✨ | Standard action |
Tags: Air, Cold, Earth, Electricity, Fire, Water
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Okonlok makes a +13 attack vs. Mental against something within Medium (60 ft.) range. The target must be impervious or immune to all of this ability’s tags to be impervous or immune to this attack.
Hit: The target flickers to a random assortment of planes. When it returns, it takes 11d6 damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, okonlok can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.