Ancient Lich
Lich, Undead; Extreme; White Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 50 | Combat | 50 |
| Endurance | 50 | Wound Thr. | 20 | Magic | 85 |
| Agility | 40 | Magicka | 210 | Evade | 40 |
| Intelligence | 60 | Stamina | 5 | Observe | 45 |
| Willpower | 55 | Initiative | +13 | Stealth | 20 |
| Perception | 35 | Action Pts. | 3 | Knowledge | 85 |
| Personality | 5 | Speed | 12m | Social | 5 |
| Morale | 80 | Size | Std. | Physical | 40 |
Weapons & Armor
- • Skeletal Claws: 1d8; Slashing; Reach 1m
- May have:
- • Lich Staff: 1d6(1d8)+2; Concussive, Focus, Magic, Innate
- Spell (see Special Abilities); Reach 2m, 1.5H
Special Abilities
- • Dark Ceremony (1 AP + 1 SP): The Lich can raise up to
- 10 corpses nearby as a Primary Action, using the Zombie
- profile.
- • Innate Spell (1 AP): The Lich’s Staff is infused with a spell
- that can be cast for no Magicka cost, and always succeeds
- with 1 DoS. It may be infused with one of the following
- spells:
- ▪ Fire Bolt 3: 7 MP; 1d8 Fire; R Attack (100m), Overload
- (+WB to Dmg)
- ▪ Frost Bolt 3: 7 MP; 1d8 Frost; R Attack (100m),
- Overload (+WB to Dmg)
- ▪ Shock Bolt 3: 7 MP; 1d8 Shock; R Attack (100m),
- Overload (+WB to Dmg)
- • Flow of Magicka (1 AP): As a reaction, can test -20 Magic.
- If the DoS on the test is equal or higher than the target spell’s
- SL, the spell is negated.
- “Power, my dear friend. I seek power, and so I acquire and study th
- your guild and I. Yet you worry about ‘good’ and ‘evil’ and do not a
- me a villain, and make vain attempts to destroy me. I watch, and I w
- Skeletons
- Skeleton
- Skeletons are undead comprised of reanimated bones. They are
- found across Tamriel in the service of Necromancers, or guarding
- the ancient tombs.
Encountering Ancient Lich
105 Traits • Skeletal • Undead • Bend Reality: Can test Magic instead of Physical. • Flow of Magicka: As a reaction to a spell cast, the character may make a -20 Mysticism skill test. If their degrees of success exceed the spell level of the spell being cast, then the effect of the spell is negated. • Master of Magicka: The character can overload a spell with the overload attribute even if they restrain that spell. • Dark Sight: A creature with this trait can see and act normally in areas with dim or no light. • Immunity (Frost) • Resistance (Shock, Normal Weapons, 3) • Telepathy (3): Characters with this trait can communicate with others telepathically. They are capable of “broadcasting” A full sentence to a maximum number of characters equal to their WB within a number of meters equal to one hun- dred times their WB. They must have line of sight to the character to whom they are broadcasting, unless the target character has this trait as well. Characters with this trait can make a Perception test as a free action to attempt to locate other characters with this trait within their broadcast range, though this test can be opposed by a Willpower test if a character wishes to remain hidden. • Thought Caster: The character does not need to speak or have hands free in order to cast spells. Ancient Liches are powerful beyond measure. They are often relics of bygone eras; the most powerful necromancers of their age who used their talents to cheat death itself. They are often reclusive, keeping to themselves as they pursue the higher mysteries of the universe or the interplay between life and death itself. To defend themselves and this pursuit of knowledge Ancient Liches will raise entire legions of undead to serve their will. Under the right set of calamitous circum- stances they may even send these undead armies to war against the living of Nirn to see their insatiable appetite for power appeased, offering GMs a perfect villain for their campaign. GMs who wish to use these powerful undead should outfit them with powerful spells and abilities beyond those sug- gested here to ensure they are appropriately dangerous foes for a party to encounter. Skeletons are the reanimated bones that many necromancers and other dark magics can create and command. Usually found in or around ancient ruins or guarding a necromancer’s lair, they can be potent foes against the average adventurer and pose a serious threat to untrained combatants. More experienced adventurers should have no problem disposing of them, but they tend to have numbers on their side. Additionally, due to
Loot
- Over a Short Rest, a character can test Alchemy +10 to grind
- up DoS doses of bonemeal, which are Common Alteration
- ingredients.
- 06
- ose who have some degree of it. We are after the same things,
- ccept they are manifestations of the same thing. So you brand
- ait, and I collect you when you come for me.”
-
- Mannimarco, King of Worms