lich, demigach mentor, necromancer, mentor's friend(1/4)
This article is a lich who is against modern times?! No stallion, no king or domineering, no... In short, if you don't like it, please leave quietly. I wish you find the article you like, there is no need to say the specific reasons - bow and thank you!
Lich in d&d The Lich in d&d mainly includes lich (usually referring to humanoid lich) demilich semi-lich (the so-called "demigod Lich" is the wrong translation name because it is not a god) alhoon spirit-sucking monster lich dracolich dragon lich archlich great lich (the legendary kind lich, there were many in the era of Naser in the forgotten kingdom, but now there are only a handful of them) banelich lich lich lich lich lich / devil lich lich / devil lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich lich li
According to the above, there are a total of humanoid creatures, strange monsters, dragons, and outer planes that can become wizards
The following focuses on humanoid lich and semi-lich: Lich (lich) Lich is an undead creature that can cast spells, usually a mage or warlock who uses its mana to prolong its life in an unnatural way, and some are priests or other spellcasters.
Lichs are skinny and skeleton-like humanoids, with their withered muscles attached to their exposed bones. Their eyes disappeared long ago due to decay, but still flashed with a crimson light like a needle in their empty sockets. Lichs speak common language and any language they knew during their lifetime.
(Alix maintains the living state because he needs to disguise. Other lichs sometimes use this method when he goes out: zombies.) The process of a lich character becoming a lich is indescribable evil, and only voluntary characters can bear it. The lich retains all his professional abilities during his lifetime. The essential part of the Lich's life box becoming a lich is to create a magic life box to store energy for life. According to the rules, the only way to destroy the lich is to destroy its life box. Unless its life box is positioned and destroyed, the lich will be reborn within 1 d10 days after it appears to be killed. Each lich must create its own life box, so it must have the special purpose of creating a magic object.
Long. Those who want to become a lich must be able to cast spells and their casting level must be level 11 or above. It costs 120,000gp and 4800xp to create a life box, and its casting level is equal to the casting level of the creator during the production. The most common form of a life box is a sealed metal box containing parchment engraved with magical words. The box is super small, with 40 health points, a hardness of 20, and its destruction dc is 40. Other form of life box also exists, such as rings, talismans or similar items. (No explanation here, but I set it to resurrect on the spot - and even if there is a chance to resurrect, the Lich would not commit suicide if it was not helpless)
Half Lich demilich (I set the Lich's mentor, a bit special, great)
Small undead semi-lich is smart, ancient, and more deadly than ordinary lichs.
Half-lichs often appear in the form of a skeleton with a single eye socket and teeth covered with expensive gems. Some semi-lichs may appear in other bone forms wrapped in gems, such as a skeleton's hands or spine. These gems are shining with the faint light of the souls he has seized and slowly swallowed.
The particularly powerful lichs have the potential to develop ways to make soul gems and turn into semi-lichs. The semi-lichs can freely travel in astral form (Arix wants to do this!), leaving their physical presence in their terrifying dark tombs. During their plane journey, the semi-lichs seek to discover all the secrets of multiple planes and devote themselves to the study of legendary spells, unique treasures, and how to liberate and control the hatred of imprisoned. Many pursue deeper, and they may eventually win control of a portion of the planes, or even win divinity for them.
Half-lichs can say all the language they would speak as lichs and creatures,
Fighting Due to the deep understanding of deadly spells and protective magic, they usually despise the enemy and trust their natural defenses and magical immunity. They use his abilities to suck souls from the bodies of creatures that offend them. Capture Souls (su): A half-lich can capture the souls of up to eight creatures a day. To use this ability, it will select a target within 300? and it is visible. The target can make a tough save (dc36). If he passes, it will be absorbed by negative energy for four levels (which does not count to capture the number of souls). If the target fails the check, his soul will be pulled out of the body and sucked into a gem on the body of the half-lich. This gem will shine with a faint evil light for 24 hours, indicating the soul inside it. Lost
The body of the soul will disintegrate into pieces and rot into dust within a round, turning into dust. If not disturbed, the half-lich will slowly devour the soul in the next 24 hours - after this time is over, the soul will be completely absorbed, and the victim will die forever. If the half-lich is knocked down before devouring the soul, the gem can be broken to liberate the soul, allowing him to return to the world of the dead or return to his body. This body can be made by the restoration technique, trueresurrection, clone clone, or miracle magic. Protective spells, such as death protection death energy protection, can prevent the loss of level.
Fear Cover (su): The half-lich is surrounded by the breath of death and evil. A creature less than 5hd in 240ft around must pass a Will save (dc19) when seeing the half-lich, otherwise it will be affected. The effect is similar to the fear of fear cast by a level 21 spellcaster.
Paralysis Touch (su): Any creature exposed to a semi-lich must pass a toughness check (dc36) or it will fall into permanent paralysis.
Removeparalyzed or other spells that can drive curses can restore the victim's movement ability. This effect cannot be dispelled by magic. Any creature paralyzed by a semi-lich looks like it's dead, but a successful Spot check (dc20) or Heal Heal check (dc15) can let others know that the victim is still alive.
Spell: The semi-lich can cast any spell it will use as a lich. A typical semi-lich is a level 21 mage (daily casting times: 4/13/6/6/6/6/5/5/5/5/5/5/5/5/1). The last one is a level 10 memory bar, used to memorize super magic 0-9. (I saw it, it is completely btbtbtbt!)
Perfect automatic still spell (ex): The half-lich can cast spells as it knows without limb components. (So there is no need to worry about not being able to cast a casting posture) Spell-like ability: use at will - change itself, astral projection, create large undead creatures, create undead creatures, death knell, decayknell, powerful dispelling spells greaterdispelling, damage (usually used to heal itself), monster summoning 1-9 levels, telepathy, Phantom Killer Erally. The casting level of the half-lich using these abilities is equivalent to its own caster level, but all saving throws are 36. Magical Immunity (ex): The half-lich is immune to all magic and supernatural effects, except as mentioned below.
The shatter spell will work on the half-lich in the crystal form, but only cause half of the damage under normal circumstances. Destroying evil dispelevil can cause 3d6 damage (half damage through the tough save). The holysmite spell can work normally for the half-lich. Talisman Teleportation (su): headband, belt, ring, cloak, and other items that can be worn as long as it is closely connected to the half-lich's talisman box, this half-lich will gain weighted improvements to these items, no matter how far the half-lich is from his talisman box. However, the basic item equipment type limits still work. Typical half-lich "wears" armor belt +8, intelligence
Headband +6, pink ioun stone, witchcraft ring type 1, protection ring +2, agility glove +2. Undead characteristics: immunizes against poison, hypnosis, paralysis, immobilization, disease, i.e. death effect, undead effect, mental effect, and other effects that require toughness saving throws (excluding those acting on objects). It will not be hit, bruised, abilities damage, ability absorption, energy absorption. Negative energy plays a healing role. It will not die due to excessive damage (more than 50), but it will be destroyed when hp drops below 0. 60ft secretly. It cannot be resurrected; recovery can only work when the creature is voluntarily. Immunity (ex): Half Lich is immune to cold, electricity, deformation and mental effect effects.
Organization: Solitary or Sect (1 half-lich and 3-6 lich). Challenge level cr: equal to the original lich + 6. Faction: Any evil. Property: same as the original lich. Upgrade: equivalent to the character level. The program for a half-lich to become a half-lich can only be executed by a half-lich by a Lich in its own free will. The half-lich will retain all the profession skills it was when it was a Lich. The soul gem lich's talisman box makes them reborn within 1 d 10 days after death, and the half-lich is the same. The half-lich also has eight soul gems, each of which can be regarded as its talisman box. If not all soul gems - that is, the half-lich's talisman box - are destroyed after the half-lich is defeated, this half-lich will
Resurrected 1d10 days after it dies. Soul gems can also be used with the ability to use its most destructive ability to capture the soul. Each half-lich must create their own soul gems, which requires the stunt of making mysterious objects. This lich must be at least a warlock, mage or priest at level 21 or above. Each soul gem is worth 120,000gp and 4800xp, and the casting level is equal to the maker's level. The soul gems look like an ovate gem with magical properties. They usually combine directly with the body of the half-lich. For example, a skeleton half-lich may inlaid the gems in the empty slots of the skeleton's eye sockets and teeth, while another hand bone-shaped half-lich may inlaid the gems into false joints.
Template - Deathknight
The Necromancers were created by the gods in charge of death. They were the most outstanding military generals among the evil forces. These terrible undead creatures were usually dark guards, warriors, rangers or barbarians during their lifetime; but the depraved paladins tempted by evil may also become Necromancers.
The paladin who becomes a Necromancer will change like a dark guard (the City Lord Manual DMG Chapter 2 is listed in detail). The Necromancer's appearance is a rotten human body, and its head is a black skull with only a few pieces of rotten flesh, and only a faint orange light flashes in its eye sockets. The tone of its mouth is like a cold echo from a very far distance. The Necromancers were mostly people with powerful power during their lifetime, so they usually wear well-made magic armor. They also like to wear well-worked cloaks to boast about their strength and importance. (Vivi and Lich, like this plane, keep the living disguise)
The Necromancer will speak all the languages it learned during his lifetime.
Creating the Necromancer The Necromancercercer is a template that can be attached to any humanoid creature above level 6 (hereinafter referred to as the original character). The creature type that is attached to this template will be changed to an undead creature. All its values and special abilities are the same as the original character, and the following changes are attached.
Number of dices: Change to d12 Speed: The same defense level as the original character: The Necromancer receives a natural ac reward of +5. If the original character already has a natural ac reward, the better one will be selected.
Attack: The Necromancer usually uses weapons to fight, and when unarmed, it will change to contact attack. Damage: The Necromancer can use empty hand to guide the negative energy to contact attack, causing the alive target to suffer damage of 1d8+ its charm adjustment value. Whenever a successful hitting the opponent with the contact attack, the opponent will suffer 1 point of physical damage. If the target can pass the Will check (difficulty = 10 + 1/2 Necromancer's Hsiao Dice + its Charm correction value), the damage can be reduced by half and avoid physical damage. If the original character can perform natural attacks, it can also freely attach this effect to the natural attack. Special attack: The Necromancer can retain the original character's special attack and obtain the following special attacks--
1 Purgatory Flame Killing Wave abyssblast [Supernatural Ability]: Once a day, the Dead Knight can release a terrifying flame shock wave. The range of this shock wave is 400? + 40?/per dice, and the explosion range is 20?, and it will cause 1d6/per dice damage to creatures within the explosion range (up to 20d6). Half of the damage caused by this shock wave is fire damage, but the other half is damage caused by the divine power divine power, so the protection element damage or flame shield can only block half. Damage. If the target within the explosion range passes a reflection check (difficulty = 10 + 1/2 Necromancer's Hip Dice + its Charm Modification Value), the damage can be reduced by half. 2 Fear Aura fearaura [Supernatural Ability]: The Necromancer's body always emits a breath of death and evil. All creatures that enter 15 or 5 Hit Dice Number around the Necromancer must pass a Will check (difficulty = 10 + 1/2 Necromancer's Hip Dice + its Charm Modification Value), otherwise they will fall into fear, and its effect is equivalent to the fear skill performed by warlocks of the same level.
Undeadfollowers: The Necromancer will attract all the low undead creatures within 200 miles of the surrounding area. The total number of followers of the followers is equal to twice its level. The following followers will appear once a month: 1d6 food? Ghoul, 1d4 ghosts, 1d12 medium skeletons, 1d4 monsters, or 1d12 medium zombies every week?. These undead creatures will follow the Necromancer until they are destroyed. If the Necromancer has any other ability to control or command undead creatures, these followers are not included in the number they have already controlled. (Arix gave the transformation magic array with this bad idea)
Spells spells: The Necromancer can cast any spell it learned during his lifetime, unless the spell is limited to a specific camp to cast. Features: The Necromancer can retain all the characteristics of the original character during his lifetime and obtain the following characteristics - Damage Resistance Dr[Supernatural Ability]: The Necromancer's body is very tough, so it can get 15/+1 damage resistance immunities immunities [Special Ability]: The Necromancer's effect on cold, electric shock, deformation, and all the effects or damage immunities of undead creatures or damage immunities spell resistance sr[Supernatural Ability]: The Necromancer can get 20+ (character level-10) spell resistance
Summonmount [Supernatural Ability]: The Necromancer can summon a mount (usually Nightmare), which can summon any kind of creature as a mount, with the maximum number of the mount's dice being half of the mount's level. If the mount is killed, the Necromancer must wait year after year before summoning the mount again.
Transfer Immunity turnimmunity [Special Ability]: The Necromancer cannot be transcended. However, if the Necromancer is an evil creature outsider[evil] from another world, then the Holy Word Holybsp; Undeadtraits: The Necromancer is immune to toxins, sleep, paralysis, shock, disease, that is, death effects, necromancer spell effects, mental effects, and other effects that require strength checks (not including those that also take effect on items). It will not be affected by a fatal blow, internal damage, attribute damage, attribute absorption, and level absorption. Necromancer energy has a healing effect on it. Dark vision 60?. Cannot be resurrected,
Resurrection only works when the creature is willing. Savings: same attribute as the original character: Strength + 4, Wisdom and Charm + 2. As an undead creature, the Necromancer has no physical attributes.
Skill: Same as the original character
Expertise: Same climate/terrain as the original character: any land and underground organization: group or group (with undead followers)
Challenge level: Original character + 3 Treasure: Standard double camp: same as the original character (eternal evil) evolution: The Necromancer can continue to upgrade the Necromancer character deathknightcharacter The actual level of the Necromancer is the original character level + 5, and a level 7 warrior/level 3 dark guard is equal to the 15th character.
If the original character can convert divine magic into medical spells before becoming a Necromancer, then after becoming a Necromancer, it will be converted into a damage spell.
Friends of the semi-lich mentor (I'm very rare in appearance, but some adults ask)
Residence Realm: the supremethrone
Faction: Chaos and Evil Ce
Clergy: murder murder, lies, conspiracy intrigue, fraud deception, illusion
Believers: The former believers of the Three Gods of Death (Banbane, Bhaal, Myrkul), humans who desire power (mostly young people)
Pastor's camp: chaos neutral cn, neutral evil ne, chaos evil ce
Divine Realm: Chaos, Destruction of Destruction, Evil, Illusion, Trickery
Weapons like: razor's?razor'sedge (longsword)
Cialek is a narrow-minded, self-centered, and extremely extreme god. He believes that he is superior to all gods. There are huge followers on the continent of Feren: dark daily use? The evil brilliance attracts those mortals who desire strength and lets them be swallowed coldly by flames like moths. Cialek once fell into madness, but he finally woke up from the self-hypnotic insanity. Now he knows that he is not stronger than all gods. The King of Lies enjoys weaving traps of various lies and conspiracies, and leads the gods and mortals deeply trapped in it into destruction; or lets the close friends and lovers kill each other. Since he was appointed as the gods, he has used many disguises. Image: Blood-stained vengeful spirit;
The priests of Cialis prayed to obtain divine art after the moon rose at night, and the glory of the dark sun was at its peak. Cialis's church had almost no holy days, and even the day of the gods was not celebrated, because it was also the same respect for Mistra (the believers of Cialis called him a bitch), and the allusion to Cialis was not always such a powerful (and great) god. However, when a temple obtained an item or person of importance enough to sacrifice it to Cialis When the church was quarreled, the church's high-level pastor would announce that it would be the holy day of Cialis to highlight the sacredness of this event. Cialis's church believed that solar eclipse (and lunar eclipse) was extremely sacred. Whenever this day appeared, the church would celebrate with feasts, fanatical prayers, and murder of a high-level pastor or paladin of the church of Losandar. Cialis often worked part-time as assassins, dark guards, illusions, thieves, and strifeleaders.
History/Relationship with Gods history/relationship:
Cialis was originally just a mortal, but after the turbulent year of 1358dr, he was promoted to a god by the god Ao and the god Ao. When Cialis ascended to the gods, he inherited the priesthood of the three gods of death - Bann, Milkor, and Barr, and also took over most of their churches and believers. Later, the King of Lies killed the illusion goddess Leira with the help of Mesk Mask who transformed into the god-disaster sword godsbane, and seized the priesthood and power of Mistress Mist.
Ten years later, at 1368dr, Cyrik created the Cyrik cyrinishad, a book containing great power that claims to be the only true god, and will make all those who have read this book believe the contents of the book (and even affect God only). However, Cyrik was so stupid that he read the lies he woven into madness and caused Cranvoke Kelemvor (Cranvoke was once the mortal adventurer companion of Cranvoke) to take away the priesthood of death that had been received from Milkor. In addition, Oghma
He also conspired with Mask to create another classic called thetruelife of cyric (this book records the truth about the deeds of Cialis when Cialis was still a mortal) to resist Cialis' evil book. The plan of the Dark Sun ended up completely defeating - zhentilkeep (the main holy land of Cialis at that time) was also mostly destroyed by this war. However, Mask was also retaliated by his own conspiracy - and read the Cialis, so Cialis took away the conspiracy clergy and part of the divine power of the thieves.
A year later, at 1369dr, the gods accused the crazy Cialis of not fulfilling their duties of spreading disputes and disagreements. At the same time, Cialis's voter, a former Carlyshan merchant named Malik, managed to let his god read Cialis, so Cialis's mind returned to normal. The judges composed of powerful divine powers therefore judged that the Dark Sun had repented of his faults and allowed him to keep his divine character.
Now Cialis continues again? Those vicious and cruel plots, trying to subvert other gods and destroy everything they cherish in the mortal world. Cialis has no allies, although they do not pretend to work with certain gods, but this is only one of the conspiracies to ensure that these allies will eventually die. The King of Lies particularly hated Mistra and her former lover Cranvoy. Devised a conspiracy to permanently destroy the relationship when the two gods were mortals, in order to avenge a single arrow. However, Cialis now regards the rebirth of Bain as the greatest threat to his power, and the war brewing between these two evil gods may eventually lead to a terrible catastrophe in the entire continent of Feren.
Doctrine dogma:
Anyone who dares to oppose Cialek will die. Submit his supreme power and give the blood of the foolish people who do not believe in the only true God?. Fear and respect those in power, kill all the weak, hypocrites, and false prophets. To defeat the churches of other beliefs, those are false religions that resist the only true God. Kill those stupid people who resist the Church of Cialek and advocate peace, order, and law. Only Cialek is the only truth, and other people in power must be defeated. Do not act publicly, too large-scale actions will only allow the false gods to discover our traces. Defeat one enemy at a time, and make everyone fall into fear, restlessness and endless internal struggles. In order to achieve their goals, you must do everything.
Pastor and Temples clergy&temples:
The priests of Dark Sun are committed to spreading disputes and murders, using this method to make people fear and believe in Cialis. They support those rulers who love cruelty and power, and do not miss any opportunity to create conspiracy. However, they will also plan carefully to avoid triggering large-scale open wars, which will enhance the power of the war god Tampas tempus - at least, this is the social talk that Cialis believers are talking about. In fact, Cialis believers spend most of their time on each other's calculations.
Among them, everyone worked hard to strengthen their personal strength in the endless infighting between various parties. What made the situation worse was that during the mad time, Cirick still gave oracles to his loyal priests as usual - but everyone received different instructions. Since the priests were extremely afraid, and everyone believed that what they heard was the only truth, his oracle caused conflicts between the various temples to conflict with each other. Therefore, the number of internal fighting between the temples was no less than the number of external attacks.
The temples of Cyric are the source of evil corruption, and their appearances are different, reflecting the chaotic nature of the god. Many are hidden in caves or ready-made buildings (including abandoned houses, collapsed sewers, and abandoned dungeons), and are occasionally thrilling. Most of these places were once temples of Baan, Bar, and Milkor. Therefore, if it were not the dark fortress of the Dark King (Ban) and the secret temple of the Murder King (Bar) would be transformed from the tomb of the King of Skeleton (Mirkor). The common feature of these temples is an altar and hall full of blood - so that local high-level priests can deliver various fanatical speeches (or lies) to the believers gathered here from time to time.
When there is no need to dress up for secret action in the crowd, Pastor Cialik will wear black or dark purple robes with silver edges, and some will wear headscarves. They wear silver wrist guards or bracelets (usually with Cialik's holy badges) to indicate the church's fear of Cialik. Some pastors will paint the deity's holy badges on their foreheads or cheeks on important holy days.
The King of Lies does not recognize that there are leaders in the entire church that can rule all believers, but more than a dozen powerful pastors believe that Cialis recognizes himself to be qualified to obtain this status - this phenomenon is caused by various chaotic oracles during Cialis' madness - which leads to serious internal strife among believers (because it is Dark Sun's duty to spread lies and disputes, so the King of Lies did not correct this chaos after awakening, and making corrections is equivalent to self-mouth). Although the King of Lies no longer does this after awakening, it has caused serious internal ruptures within the church, and the rebellious nature of the believers has also reduced the possibility of the church's reunification to zero. Pastors of Cialis control most sects, but there are also many powerful warlocks, mages, barbarians, warriors, rangers and dark guards who play important roles in the church.
Now the two most powerful sects are located in Amn. Tynnosargrim is a high-ranking priest in the Mount Silence of the Cloudpeaks. He established a sect called the Flame of the Dark Sun and annexed the Dark Redoubt, a temple located in the Tejarn Hills. He formed an alliance with Amn's army to fight against the Sythillisian empire. The other is the Black Will Harken Akmirier Haarkenakhmelere
The high-ranking priest of the Taleclipse, who was led by two ogre wizards, was working with the monster army from the city of Murann, and is now suppressing nearby commercial activities. A third organization is also gradually emerging, and is currently fighting for control of the coast of Santalin Castle in Darkhold for control of the west coast of Santalin Castle. No one knows the true identity of the organization's leader, but it is rumored that this person is a charming pastor Dagzoreth, and some claim that a general named Pereghost led by Darkhost. In any case, the believers of this organization may soon launch a jihad against the Church of Bain.
Cyric's avatar:
Cialis rarely sends his incarnation to Faren, but when his incarnation appears, his image is a slim man with a terrifying black eyes and dead white skin. Cialis always speaks extremely sarcastic. Although his behavior seems to be out of order and full of casual fraud, there are actually detailed planning behind it. Cialis prefers that his incarnation hide behind the scenes to provoke disputes, promote conspiracies, spread lies, and construct illusions. Whenever his incarnation visits Faren, he will definitely create at least one murder, which is usually to encourage the above goals.
Detailed spell information of Dragons and Dungeons: Mage Spell
Level 1 spell
Burning Hand
Spell composition: speech, posture, material
Spell description: A ball of hot flame shoots forward, causing 1d4x caster level fire damage to enemies in the area, up to 5d4.
Scary spell composition: speech, posture, material spell description: the enemy is frightened
Charming humans
Spell composition: speech, posture
Spell Description: A hostile humanoid creature is charmed and becomes an ally to fight for you. A charmed humanoid creature makes an additional saving throw every 3d6+12 seconds.
The cold touch
Spell composition: speech, posture
Spell Description: The deadly cold touch causes negative energy damage at 1d6x caster level, up to 5d6. The cold touch causes fear effects rather than damage to the undead creatures.
Detect secret door spell components: speech, posture, material spell description: Detect hidden secret doors.
Rapid Retreat Spell Ingredients: Spell Description: Basic movement speed is increased by 25%.
Featherfall Spell Component: Unable to describe the technique: The subject will fall slowly, and the speed is slightly faster than the feather.
Glue oil technique
Spell composition: speech, posture
Spell Description: Cover the ground with a layer of smooth grease, forcing the target entering the area to perform a reflection check, and the loser will fall.
Hypnosis Spell Ingredients: Inability to describe: Use gestures and spells to confuse nearby enemies, causing them to stop and watch in a daze until they are damaged.
Jump spell components: speech, posture spell description: the recipient receives a jump check +10 bonus.
To be continued...