Kriegan

Note: This NPC was originally written as part of The Kriegan location, found here.

Kriegan
Male human demi-lich wiz 23: CR 31:
Diminutive undead (augmented humanoid); Hit Dice 23d12; 149 hp; Init +8; Spd fly 180 ft. (perfect); AC 64 (+4 Dex, +8 armor, +4 size, +10 natural, +5 deflection, +23 insight) (45 touch, 58 flat-footed); BAB/Grapple +10/+0; Atk touch +36 melee (10d6+20 plus paralyzing touch, touch), or +12 melee (by spell) or +16 ranged (by spell); Full atk touch +36 melee (10d6+20 plus paralyzing touch, touch) and touch +31 melee (10d6+20 plus paralyzing touch, touch) or +12 melee (by spell) or +16 ranged (by spell); SA fear aura, paralyzing touch, negative energy touch, spell-like abilities, spells, trap the soul; SQ darkvision (60 ft.), DR 15/epic and bludgeoning, immunity to cold, electricity, polymorph, and mind-affecting attacks, magic immunity, perfect automatic still spell, phylactery transference, resistance to acid, fire and sonic 20, SR 18, summon familiar, turn resistance +20, undead traits; AL LE; SV Fort +13, Reflex +17, Will +26; Abilities Str 14, Dex 18, Con -, Int 38, Wis 25, Cha 32.
Skills and Feats: Concentration +34 (23 ranks, +11 Cha), Craft (alchemy) +22 (8 ranks, +14 Int), Decipher Script +34 (20 ranks, +14 Int), Gather Information +13 (4 ranks, cross-class, +11 Cha), Heal +17 (20 ranks, cross-class, +7 Wis), Hide +36 (+4 Dex, +20 racial, +12 size), Knowledge (arcane) +38 (24 ranks, +14 Int), Knowledge (history) +24 (10 ranks, +14 Int), Knowledge (the planes) +24 (10 ranks, +14 Int), Knowledge (religion) +38 (24 ranks, +14 Int), Listen +27 (+7 Wis, +20 racial), Move Silently +24 (+4 Dex, +20 racial), Search +36 (4 ranks, cross-class, +14 Int, +20 racial), Sense Motive +27 (+7 Wis, +20 racial), Speak Language +10 (20 ranks, cross-class), Spellcraft +40 (24 ranks, +14 Int, +2 synergy), Spot +27 (+7 Wis, +20 racial), Survival +7 (+9 when on other planes) (+7 Wis, +2 synergy), Use Magic Device +11 (+13 involving scrolls) (+11 Cha, +2 synergy); Automatic Quicken Spell, Blinding Speed, Brew Potion, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Empower Spell, Great Fortitude, Greater Spell Focus (necromancy), Improved Initiative, Improved Spell Capacity, Improved Spell Capacity, Iron Will, Lightning Reflexes, Maximize Spell, Scribe Scroll, Spell Focus (necromancy), Tenacious Magic.
Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, he selects any target he can see within 300 feet. The target is allowed a Fortitude saving throw (DC 42). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. The DC is Charisma-based.
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 25) or be affected as though by fear as cast by a 21st-level caster. The DC is Charisma-based.
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 36) 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 demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell (Ex): A demilich can cast all the spells it knows without gestures.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.
Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.
Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks.
Skills: Demiliches receive a +20 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).
Spell-Like Abilities: At will—astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, weird; 2/day—greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 42. The DC is Charisma-based.
Typical Wizard Spells Prepared (4/8/8/7/11/7/7/6/6/6/3/2; DC 24 + spell level, or 26 + spell level for spells from the school of necromancy): 0th—arcane mark (x2), detect magic, read magic; 1st—identify (x3), ray of enfeeblement (x2), shield, true strike (x2); 2nd—blur, command undead (x3), false life, invisibility, summon swarm, whispering wind; 3rd—empowered ray of enfeeblement (x2), fireball (x2), lightning bolt, vampiric touch (x2); 4th—bestow curse, black tentacles, charm monster, dimension door, enervation (x2), maximized ray of enfeeblement (x5); 5th—empowered fireball, empowered lightning bolt, empowered vampiric touch (x2), feeblemind (x2), hold monster; 6th—analyze dweomer, circle of death (x2), disintegrate, legend lore, undeath to death (x2); 7th—finger of death (x2), greater scrying (x2), maximized enervation (x2); 8th—empowered maximized vampiric touch (x2), horrid wilting (x2), limited wish, sunburst; 9th—imprisonment, timestop, wail of the banshee (x2), wish (x2); 10th—empowered horrid wilting (x2), maximized disintegrate; 11th—empowered maximized disintegrate.
Wizard Spellbook Contents:
0th—all spells from the sor/wiz cantrip list in the Player’s Handbook v. 3.5; 1st—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 2nd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 3rd—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 4th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 5th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 6th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 7th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 8th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5; 9th—all spells from the sor/wiz list in the Player’s Handbook v. 3.5.
Languages:
Common, Abyssal, Aquan, Auran, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon
Possessions*:
Amulet of natural armor +5, belt of giant Strength +6, bracers of armor +8, cloak of Charisma +6, gem-crusted box (phylactery), gloves of Dexterity +6, headband of intellect +6, ring of protection +5, ring of wizardry IV, robe of the archmagi (black), soulgem (x8), spellbooks (dozens containing every sor/wiz spell from the Player’s Handbook).
*While Kriegan’s skeletal remains are housed in a very secure tomb beneath the school, his possessions and phylactery are encased in one of the giant granite blocks that make up the foundation of the university building. Kriegan has never revealed their location to anyone.

Personality:
In life, Kriegan was a driven man. He sought knowledge both magical and mundane simply for its own sake. When his pursuit of knowledge seemed likely to be interrupted by death, he sought knowledge enough to conquer death itself, and he succeeded. Even in undeath, Kriegan is still driven by the pursuit of knowledge. He spends almost all of his existence traveling around the multiverse, seeing and learning new things. He knows he is powerful, but also knows he is far from the most powerful being in existence, and defers politeness to powerful rulers (deities, devil lords, etc). He has no aspirations towards godhood and, for now, seems content to wander creation, soaking up more knowledge.

Teaching Style:
Kriegan never teaches anymore, and hasn’t for at least several centuries. He does, however, occasionally take over a class for a short period of time when his consciousness is around and he feels the urge to do so. On the rare occasion when he does so, it is never announced, he simply shows up and takes over for the professor. Kriegan is genuinely interested in the spread of knowledge and lectures a class without bias. His style doesn’t leave much room for questions from the students, but it has happened in the past that questions have been asked. If a student asks a question that Kriegan judges to be valid and furthers the knowledge of the lecture, that student usually enjoys the admiration of his peers (and perhaps even that of his professor). If a student asks a question that Kriegan feels is little more than a waste of his time, that student is likely to end up on the receiving end of his trap the soul ability. Any student that has been in a class taught by Kriegan will be the envy of his contemporaries, and usually considers himself to be extremely lucky.