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Human Lich Diviner 12

Human Lich Diviner 12 CR 13

XP 25,600
Female human lich diviner 12
LE Medium undead (augmented humanoid)
Init +11; Senses darkvision 60 ft.; Perception +20
Aura fear (60 ft., DC 20)


AC 17, touch 12, flat-footed 16 (+1 deflection, +1 Dex, +5 natural)
hp 116 (12d6+72)
Fort +10, Ref +9, Will +12
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits


Speed 30 ft.
Melee +1 dagger +7/+2 (1d4+1/19–20) or touch +6 (1d8+6 plus paralyzing touch)
Special Attacks paralyzing touch (DC 22)
Arcane School Spell-Like Abilities (CL 12th; concentration +19)

10/day—diviner's fortune (+6)

Diviner Spells Prepared (CL 12th; concentration +19)

6thdisintegrate (2), geas, true seeing
5thacidic spray (DC 24), cloudkill (DC 24), dominate person (DC 22), prying eyes, wreath of blades (DC 22)
4thcharm monster (DC 21), dimension door, phantasmal killer (DC 21), stoneskin, symbol of revelation
3rdarcane sight, dispel magic, fireball (DC 20), haste, protection from energy, suggestion (DC 20)
2ndcat's grace, fog cloud, glitterdust (DC 21), mirror image, share memory (DC 19), spider climb, web (DC 21)
1stmage armor, protection from good, shield, true strike, unseen servant, vanish (2)
0 (at will)detect magic, mage hand, mending, resistance

Opposition Schools evocation, necromancy


Before Combat If she has enough time, she casts defensive spells depending on what she has already observed about the PCs, weighing their strengths and weaknesses against her own. Since she is usually deep in the complex, she likely has ample warning to ready her defenses and lay a trap for any unwelcome visitors.

During Combat She always tries to parley with or dominate her opponents before resorting to disintegrate or her wand of lightning bolt in combat.

Morale She is confident her phylactery can't be quickly destroyed by any invaders, so she fights recklessly, knowing that she will simply reform to continue her work if she is destroyed.


Str 10, Dex 12, Con —, Int 24, Wis 15, Cha 18
Base Atk +6; CMB +6; CMD 24
Feats Ability Focus (paralyzing touch), Craft Wand, Craft Wondrous Item, Defensive Combat Training, Greater Spell Focus (conjuration), Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (conjuration), Toughness
Skills Bluff +15, Diplomacy +10, Intimidate +13, Knowledge (arcana) +22, Knowledge (engineering) +22, Knowledge (geography) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +20, Profession (astronomer) +17, Sense Motive +20, Spellcraft +22, Stealth +9, Use Magic Device +15; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Celestial, Common, Draconic, Giant, Infernal, Necril, Polyglot, +1 additional
SQ arcane bond (control ring), forewarned, scrying adept
Combat Gear scroll of displacement, scrolls of fireball (2), scroll of mnemonic enhancer, wand of lightning bolt (50 charges); Other Gear +1 dagger, cloak of resistance +2, control ring, headband of vast intelligence +4, ring of protection +1, spell component pouch, spellbook (contains all 0-level spells, all prepared spells, and 2d12 spells of up to 6th level of the GM's choice), granite and diamond dust worth 250 gp, ointment worth 250 gp, powdered diamond and opal worth 1,000 gp


Fear Aura (Su)

Creatures of less than 5 HD in a 60-foot radius that look at a lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a DC 20 Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's fear aura for 24 hours. This is a mind-affecting fear effect.

Paralyzing Touch (Su)

Any living creature a lich hits with its touch attack must succeed on a DC 22 Fortitude save 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 lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Rejuvenation (Su)

When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Other forms of phylacteries can exist, such as rings, amulets, or similar items.