Gath
Nature: NPC Race: Human lich Class: Cleric 14 Allegiance: The Keeper of the Dark Six Alignment: Neutral Evil Gender: Male
Description: A set of cruelly spiked full plate armor seems almost empty, as though little more than a skeleton were strapped inside. Bright pinpoints of blood-red light gleam inside the skull-shaped helmet. The figure hefts a black morningstar in its left hand, while its right hand seems to crackle with black energy.
Information: He built the Mausoleum of Gath centuries ago as a temple dedicated to the Keeper. Gath does not reside here or stay here for long, but visits often enough that any who want to talk (rather than intend to fight) seem to manage to find him here.
Most of the time, he haunts various hideouts around the necropolis, mentoring other would-be necromancers and clerics of the Keeper and practicing his dark rites in other mausoleum-temples.
Gath Male human lich cleric 14; CR 16; Medium undead (augmented humanoid); HD 14d12; hp 91; Init +0; Spd 20 ft.; AC 27, touch 12, flat-footed 27; Base Atk +10; Grp +11; Atk +13 melee (1d8+3, +2 morningstar); Full Atk +13/+8 melee (1d8+3, +2 morningstar) and +6 melee touch (1d8+5 plus paralysis, touch); SA fear aura, paralyzing touch, rebuke undead 10/day (+5, 2d6+17, 14th), spells; SQ damage reduction 15/bludgeoning and magic, turn resistance +4, immunity to cold, electricity, polymorph, and mind-affecting spells; AL NE; SV Fort +9, Ref +4, Will +14; Str 13, Dex 10, Con —, Int 14, Wis 20, Cha 16. Skills and Feats: Concentration +17, Diplomacy +20, Hide +3, Knowledge (arcana) +5, Knowledge (religion) +19, Listen +13, Move Silently +3, Search +10, Sense Motive +13, Spellcraft +18, Spot +13; Blind-Fight, Combat Casting, Craft Wondrous Item, Extra Turning, Quicken Spell. Languages: Common, Draconic, Elven. Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at a lich must succeed on a DC 20 Will save or be affected as though by a fear spell from a 14th-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a DC 20 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 Spot check or a DC 15 Heal check reveals that the victim is still alive. Cleric Spells Prepared (caster level 14th): 0—detect magic (3), light, read magic (2); 1st—bane (DC 16), cause fear (DC 16), command (DC 16), doomD (DC 16), deathwatch, divine favor, obscuring mist, sanctuary (DC 16), shield of faith; 2nd—death knell (DC 17), desecrate, enthrall (DC 17), hold person (DC 17), ray of enfeeblementD, resist energ y, spiritual weapon; 3rd—animate deadD, bestow curse (DC 18), blindness/deafness (DC 18), deeper darkness, invisibility purge, speak with dead (DC 18); 4th—air walk, divine power, enervationD, giant vermin, poison (DC 19), spell immunity; 5th—greater command (DC 20), flame strike (DC 20), insect plague, righteous might, slay livingD (DC 20); 6th—antilife shellD, blade barrier (DC 21), greater dispel magic, harm (DC 21); 7th—blasphemy (DC 22), destructionD (DC 22), greater scrying (DC 22). D: Domain spell. Domains: Death (death touch 1/day, damage 14d6), Decay (touch of decay 1/day, damage 1d4 Con against living creatures or 2d6+14 points against objects and nonliving creatures). Possessions: +2 fire resistance full plate with armor spikes and locked gauntlet, +2 morningstar, ring of protection +2, scroll of destruction, true seeing, and geas/quest, special silver holy symbol (for destruction), 5 vials of unholy water.
A set of cruelly spiked full plate armor seems almost empty, as though little more than a skeleton were strapped inside. Bright pinpoints of blood-red light gleam inside the skull-shaped helmet. The fi gure hefts a black morningstar in its left hand, while its right hand seems to crackle with black energy. Starting Attitude: Hostile Modifiers: PCs worship the Keeper (+2). If Hostile: Attacks, aiming to kill the party. Might let one PC live to see his companions reanimated as undead, then let the undead kill their former companion. If Unfriendly: Attacks, aiming to kill and reanimate the entire party. If Indifferent: Attacks unless the party is obviously very strong, and even then considers ways to lure them to their demise. If Friendly: Offers to make the PCs his undead minions, tries to convert them to the worship of the Keeper, provides minor information about the City of the Dead. If Helpful: As friendly, but provides more extensive information.