Demilich Construct

DEMILICH CONSTRUCT CR 12

NE Tiny construct

Init +0; Senses blindsight 60 ft.

AC 26, touch 12, flat-footed 26

hp 49 (9 HD); DR 20/keen or vorpal weapon

Immune magic (as golem; see below), construct immunities

Fort +3, Ref +3, Will +3

Speed fly 20 ft. (4 squares)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk n/a; Grp n/a

Special Action soul suck

Abilities* Str 10, Dex 10, Con —, Int —, Wis 10, Cha 1

Special Qualities construct traits

Feats

Skills

Immunity to Magic (Ex): The demilich construct is immune to all spells, spell-like abilities, and supernatural effects, just as if the attacker had failed to overcome spell resistance, except as follows. A command spell “forget” causes the skull to sink down without sucking a soul. Each shatter spell thrown at it deals 10 points of damage if it fails its saving throw. A power word kill deals 10 points of damage if it fails its saving throw. An eyebite spell deals 10 points of damage on a failed saving throw. A dispel evil spell deals 5 points of damage. A holy word pronounced against it deals 20 points of damage on a failed saving throw. Soul Suck (Su): In lieu of regular attacks, the demilich construct makes a soul suck attack each round. The skull rises into the air 5 feet and attacks one of the characters by attempting the draw the soul of the target from his or her body and trapping it within one of the jewels set in the skull. (The skull preferentially targets those who deal it the most damage.) To resist the soul suck attack, a character must succeed on a DC 23 Fortitude saving throw. If foiled, the construct attacks again the next round. If successful, the soul is sucked into a gem that gleams wickedly, while the soulsucked body of the character collapses in a mass of corruption and molders in a single round—totally gone. The skull can suck a total of eight souls—in any 24 hour period. If foes remain once the skull is sated, it begins uttering blasphemy (page 205 Player’s Handbook), one per round, with a caster variable caster level each round equal to 6+3d6.

Development:* Ages past, a tiefling of surpassing evil and skill in both arcane and divine magic took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores of years that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill that houses the current tomb. Eventually Acererak hit upon a more insidious plan for extending his existence and power, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak apparently destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages (though it later become clear that the ultimate focus of his consciousness moved to the Negative Energy Plane). If the demilich construct skull is destroyed, each character trapped in a gem must make a DC 18 Will saving throw. A failed save indicates the demilich construct drained the soul and devoured it before being destroyed. Those who succeed are not destroyed, but their soul remains trapped in a gem; this is evidenced by a faint inner light (and the character is visible as a tiny figure within the gem if viewed with true seeing or similar effects). Treat the gem as the result of a successfully cast soul bind spell (page 281 Player’s Handbook).

Treasure: The pile of coins and items include the following items.

• All the items from characters who lost their equipment through various tomb traps.

• Ninety-seven 10 gp gems and three huge gems (a 1,000 gp peridot, a 5,000 gp emerald, and a 10,000 gp black opal).

• Gems set in the demilich construct: two jewels set into the eye sockets (5,000 gp rubies) and 6 pointed (marquis cut) diamonds set as teeth in the jaw (each diamond worth 500 gp).

• Three potions of cure serious wounds, one potion of heroism, two oils of keen edge, two potions of fly and a potion of greater magic fang.

• Two scrolls of command, one scroll of slow, one scroll of arcane eye, one scroll of shatter, one scroll of scorching ray, one scroll of dispel evil, one scroll of Melf ’s acid arrow, and one scroll of power word kill.

• A ring of feather falling, a lesser rod of silent metamagic, and a staff of fire.

• A +3 defending greatsword, a cursed backbiter spear, and two –2 cursed longswords.

• A pair of Goggles of Lifesight: The wearer of these goggles automatically knows whether any visible creature within 30 feet is alive, dead, undead, or neither alive nor dead (such as a construct). Moderate divination; CL 9th; Craft Wondrous Item; true seeing; Price 2,000 gp.

• A Wrapped Tower: A wrapped tower is a +2 tower shield wrapped in the funerary wrappings of an undead mummy. Once per day, the wielder can use the wrapped tower for total cover and the mere sight of the mummylike façade requires all viewers in front of the shield to succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Strong necromancy; CL 12th; Craft Magic Arms and Armor, Knowledge (religion) 5 ranks, create undead; Price 6,330 gp; Weight 45 lb.

Demilich Construct

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