FREQUENCY: Very rare
FREQUENCY: Very
rare ([Dungeon Level IX])
NO. APPEARING: 1
ARMOR CLASS: -6 and special
MOVE: Special
HIT DICE: 50 hp and special
% IN LAIR: 100%
TREASURE TYPE: [Z]
NO. OF ATTACKS: Special
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: [SB]
INTELLIGENCE: Supra-genius
ALIGNMENT: Neutral (evil)
SIZE: M
PSIONIC ABILITY: [SB]
Attack/Defense Modes:
[SB]
LEVEL/X.P. VALUE: IX | 5950 + 16 <add
XP for the jewels?>
Demilich is a misleading term in that one
might assume the "demi" refers to status.
However,
it refers to the state of the lich.
Only a small part of the body of a lich
remains --
dust,
the skull,
and possibly a few bones.
A lich (q.v.) is
a human MU and/or <priest>
of surpassing evil <this seems to contradict the Neutral (evil) in the
MM> who has taken the steps necessary to preserve its life force after
death.
Ultimately,
even the undead
life force of a lich begins to wane.
Over centuries the lich form decays,
and the evil soul roams strange planes
unknown to even the wisest of sages <link>.
This remaining soul is a demilich.
If the place of a demilich is entered,
the demilich dust swirls into the air
and forms a man-like shape. <cf. dust in UA, wind effects in
WSG -- the latter being from a reference in DL3>
<I would guess that there is 1 round
of dust & wind : it takes 1 round for
the demilich to rise>
If this shape is ignored,
it might dissipate in 3 rounds,
for it can sometimes (25%) only advance
and threaten,
not harm.
The dust form usually (75%) has the powers
of a [wraith] even without additional energy factors. <link to later
definition>
Any physical attack upon the shape will
give it 1 factor of energy,
however,
and spell attacks give it 1 energy factor
for every level of the spell used,
i.e.,
a 3rd-level spells bestows 3 energy factors.
<note: the Energy (DMG.101) of a demilich is variable, depending on current Energy factors>
Each factor is equal to a hit point,
and if 50 energy factors are gained,
the dust will form into a [ghost] manifestation
controlled by the will of the demilich.
This thing will attack immediately.
The dust will waver and fall back if struck
by blow or spell,
as if suffering actual damage.
Thus,
formation of a [ghost] manifestation is
not too improbable,
even if no [wraith] manifestation existed.
A demilich,
its [wraith] manifestation,
and its [ghost] manifestation cannot be
turned by a cleric.
Neither the [wraith] manifestation nor
the [ghost] manifestation can actually be harmed.
They have energy factors but no hit points.
If the demilich is destroyed,
the manifestation will be destroyed along
with it.
Otherwise,
the [wraith] manifestation or [ghost]
manifestation will remain.
Left undisturbed,
its energy factors dissipate at the rate
of 1 per day until entirely GONE. <>
If any creature is so foolish as to touch
the skull of a demilich,
a terrible thing occurs.
In addition to the possible [ghost] or
[wraith] manifestation,
a new attack begins.
At-the touch,
the skull rises into the air.
A demilich can sense which member of a
party is the most powerful,
<theory: highest level, use class,
then XP to break ties> <multi = highest level + # of classes>
<theory: dual = level + level if active
in 2 classes> <theory: dual = level + 1 if active in only one class>
and it will usually select a member of
the [magic-user] class over a member of the [fighter] class,
a [fighter] over a [cleric],
a [cleric] over a [thief].
<given the context, it might be OK
to CAPITALIZE>
The skull will then give off a howling
sound equal to a death ray <link> for a 20-foot radius.
All creatures within the radius of effet
of this howl must save vs. spell or be permanently slain and forever dead.
<theory: GONE, excepting the wish>
On the next round a new attack will take
place.
Each demilich has 5-8 gems set in it's
skull's eye sockets and in place of teeth.
Each of these gems is a jewel <cf.
DMG.25> which can draw the soul from any character and trap it within the
jewel's confines.
The demilich will use 1 of the soul-draining
jewels to draw the life force from 1 of the offending intruders.
The soul of the strongest will be drawn
instantly from his or her body and trapped.
The character's body will collapse and
moulder in a single round and will be totally GONE. <>
No saving throw <save> is possible;
the attack is irresistible.
An [amulet of life protection] will prevail
over the life-stealing powers of a gem,
but the character's body will perish nonetheless.
The skull will then sink down again,
sated.
If it is struch or touched a 2nd time,
it will again rise and howl and then drain
the soul of the next strongest character into another gem.
This process recurs as logn as the skull
is still intact and continues to be molested.
If all jewels are filled,
then only the killing howl will be possible
thereafter,
but the monster can also pronounce a curse
upon the remaining antagonists.
Such curses are very powerful and may
include:
always be hit by any
opponent attacking;
never to make a saving
throw;
or always to lose all
treasure without gaining any experience from it.
<also, cf. ancient
curse in OA>
The curse can be removed by a [remove
curse] spell,
but the [charisma] of the character so
treated will drop permanently by 1 point.
(Magical increase of [charisma]
remains possible of course.) <>
The skull of a demilich must be destroyed
if the monster is to be exterminated.
It can be harmed only as follows.
A [forget] spell will force the skull to sink down without howling or taking away a soul.
A [shatter] spell cast upon it inflicts 3-18 points of damage.
A [power word kill] pronounced from an astral or ethereal [magic-user] destroys it.
A [fighter] or [ranger]
with a vorpal blade <link>, [sword of sharpness], sword +5, or
vorpal weapon <link/redundant?, applies to below references>;
a [paladin] with a vorpal weapon;
or a [paladin] with a +4 or better weapon inflict full damage upon
the skull.
[exorcise] or [forget] spells cause it to sink. <capitalize the e after the link : also, isn't this redundant? - ie. join with the first line>
A [dispel evil] spell cast upon it inflicts 5-8 points of damage.
A [holy word] pronounced against it inflicts 5-30 points of damage.
Any character with a +4 or better magic weapon or a [mace of disruption] can inflict 1 point of damage upon the skull each time it is struck.
A demilich's skull takes 50 hit points
<HP?> before it is destroyed,
and it is armor class -6. <edit?>
If the skull is destroyed,
a saving throw <save?> vs. spell must
be made for any gem trapping a soul <link> as if the character
trapped within it was doing so.
Those gems for which saving throws failed
contain no life-force;
the demilich drained the souls and devoured
them before being destroyed.
If a throw succeeds,
that gem still contains the character's
soul,
and this is evidenced by a faint inner
light
or,
if viewed with true seeing <link,
italics added>,
true sight <link, italics added>,
or a [gem of seeing],
a tiny figure is visible within the gem.
The soul can be freed by crushing the
gem,
but some material body must be within
a 10-foot distance and ready to receive it,
such as a [clone],
a [simulacrum], or a soulless body.
The demilich dust and any other remaining
bits must be destroyed by holy water or the
creature will re-form over 1-10 days.
<in theory, a simple dust cantrip
might achieve this as well>
Quote:
Originally Posted by Edena_of_Neith
When we first attempted
the infamous Tomb of Horrors (your creation, Gary
) my character was the only survivor of the battle against Acererak.
We all learned the hard
way what Acererak could do to you simply by rising up and looking at you
(I won't go further, since I would never spoil the surprise for those wishing
to attempt the Tomb and the destruction of Acererak! <big grin> )
Ok, this attack of Acererak:
if it is a spell, what level would it be? If it's over 9th level - and
I'm guessing it is well over 9th level - then does Acererak have access
to 10th, 11th, and higher level spells from the Arcane Age that existed
in the days of the power of the Suloise Imperium?
If the attack is an innate
spell-like power, the same question applies: what level is it equivalent
to, and if higher than 9th does it come from the Suloise Arcane Age?
Yours Sincerely
Edena_of_Neith
Indeed!
The demi-lich is a terror. Roblilar assessed that at a glance (a few words of my description), scooped up the treasure, and ran away.
I envisaged the the terrible power Acererak possesses as coming from the nether planes deity he served, not from any human source. It is cleaner assuming such, for then there is no lost lore of super magic to be discovered.
that said, I do believe that 10th level spells, even 11th and 12th, are appropriate in high-level campaigns. such should be available only to mages of 19 or greater Intelligence at 20th, 22nd, and 24th level perhsps.
Cheers,
Gary