The Failed Lich
A lich is one of the greatest challenges that a dungeon master can throw against his party. After all, players already fear the dreaded monster, and for good reason. Deadly in combat, unrivaled in arcane power, a lich could very well be one of the most powerful creatures in the entire game. But the ritual to transform one into a lich is delicate, difficult, and when one conducts it he puts his very soul in the balance. If the sub par wizard is lucky, the ritual will just kill him. If he is not, this could be the result.
This is just one of the creatures that can come about when one fails a ritual to make himself a lich. This monster is best used in campaigns where a real lich would be too powerful, or if you were looking for a more combat-oriented encounter. To get the best effect, throw some rumors around, actually calling the creature a lich. Leave some books detailing the transformation in the creature’s lair, try your best to give the impression that this fake is the real McCoy. Then, use the creature’s natural attacks, and the PCs will tend to assume that they are generated by magic. This monster gives all the dread of a lich, while creating a completely unique combat.
The ritual that created this creature has robbed it of its precious intelligence. It is now little more than a beast, roaming its lair, finding little use for the books and scrolls it once coveted so much. Anything flammable within its reach has long since been incinerated. Visually, this appears to be an animated corpse covered in a thick liquid. When the liquid touches anything other than the failed lich itself, it acts like acid, then immediately catches fire.
Failed Lich
Medium-size Undead
HD: 20d12 (120)
Initiative: +6
Speed: 30ft
Armor Class: 25 (+6 dex, +9 natural)
Base Attack/Grapple: +6/+10
Attack: Slam, +11 (19-20×2) melee
Damage: Slam (1d8+1d6(fire)+1d6(acid))
Space/Reach: 5ft/5ft
Special Attacks: Soul Scarring Touch
Special Qualities: Undead Traits, Damage Reduction 15/+4
Saves: Ref:+10, Fort:+6, Will:+10
Abilities: Str: 18, Dex: 22, Con:- Wis: 7 Int: 2 Cha: 2
Skills: Tumble +25
Feats: Weapon Focus (slam), Improved Critical (slam), Dodge, Weapon Specialization (slam), Expertise, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -
Soul Scarring Touch: A failed lich retains some of the necromantic energy that it boasted in life, but has no intellect to use it consciously. Therefore, the energy comes out only when a failed lich makes physical contact with another being. This gives the creature one negative level, DC 15 to remove.
