Realms Personalities : Larloch, the Shadow King

Larloch: Male human lich Wiz20/Epic 12; CR 34; Medium-size undead; HD 20d12; hp 134; Init +11; Spd 30; AC 32 (touch 19, flat-footed 28); Atk +19 melee touch (1d8+4 [Will DC 28 half] plus paralysis, lich touch) or +17 ranged touch (by spell); SA Fear aura; SQ Uncanny dodge (Dex bonus to AC, can't be flanked), DR 15/silver, darkvision 60 ft (120 ft with robe of eyes, displacement, evasion, freedom of movement, immunities, protected from magic missiles, invisibility, see invisible and ethereal within 120 ft, silver vulnerability, spell turning, +4 turn resistance, undead qualities; SR 23; AL LE; SV Fort +21, Ref +25, Will +31; Str 18, Dex 24, Con 10, Int 34, Wis 24, Cha 16. Height: 6 ft. 1 in.

Skills and Feats: Alchemy +42, Concentration +31, Diplomacy +16, Hide +25, Innuendo +17, Intimidate +6, Knowledge (arcana) +42, Knowledge (architecture & engineering) +26, Knowledge (geography) +28, Knowledge (history) +32, Knowledge (local) +32, Knowledge (nature) +32, Knowledge (nobility & royalty) + 27, Knowledge (the planes) +32, Knowledge (religion) +27, Knowledge (undead) +32, Listen +27, Move Silently +25, Ride (horse) +19, Scry +42, Search +48, Sense Motive +28, Spellcraft +42, Spot +44; Alertness, Combat Casting, Craft Staff, Craft Wondrous Item, Delay Spell, Eschew Materials, Improved Counterspell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery (bestow curse, chain lightning, devastate undead, dispel magic, disintegrate, fireball, fly, magic missile, teleport, time stop), Spell Penetration, Still Spell.

Curses (Su): Trails of emerald energy occasionally travel across Larloch's body. These manifestations are a side effect of the defensive curses he protects himself with. If he touches a creature, or is struck by a touch attack or unarmed strike, the target creature or attacking creature is affected by a bestow curse spell (saving throw and SR apply). In addition to the possible effects listed in the PHB, Larloch's curses can also cause the target creature to assume a withered and horrific appearance, or make them appear rotting and covered in sores. Some of Larloch's curses take effect days or weeks after this contact. A creature trying to remove one of these curses must make a caster level check to succeed, even with spells such as remove curse.

Fear Aura (Su): This ability operates continuously. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed at a Will save or be affected as though by a fear spell as cast by a 32nd-level sorcerer.

Immunities (Ex): Larloch is immune to cold, electricity, polymorph, and mind-affecting attacks. Larloch is also immune to one arcane spell per spell level, but which spells those are is unknown.

Silver Vulnerability (Ex): Larloch suffers double damage from silver weapons. This unique vulnerability is a side effect of some of the permanent magical alterations he has made to his body.

Spell-like Abilities: Through the use of wish spells and lengthy rituals (each of which costs him a spell slot of levels 1st-9th), Larloch can use each of the following spells once per day as a spell-like ability: magic missile, web, dispel magic, arcane eye, animate dead, chain lightning, control undead, devastate undead, and energy drain.

Epic-Level Abilities: Bonus spell level x12 (included in the listing below).

Wizard Spells per Day: 4/7/7/7/6/6/6/6/5/1/1/1/1/1/1/1/1/1/1/1/1. Base DC = 22 + spell level. Larloch typically carries a variety of attack, defensive, and utility spells, including a quickened teleport, a quickened time stop, and a quickened wail of the banshee. All his spells are prepared with the Eschew Materials feats if necessary and possible, and many are prepared with the Delay Spell and Still Spell feats.

Spellbook: As a wizard dating back to the time of Netheril, Larloch has access to spellbooks containing nearly all arcane spells.

Possessions: Amulet of the planes, belt of proof against detection and location (as amulet), bracers of armor +8, cloak of resistance +5, pair of gloves of storing, +1 light mace of disruption (50% normal size with permanent reduce, used as a focus for devastate undead spell), ring of three wishes, ring of x-ray vision, robe of eyes, staff of the magi, major vest of displacement (as cloak), winged boots (4 hours per day).

Ioun Stones: bright silver cylinder (as cloak of etherealness, double duration), cerulean blue rhomboid (as ring of freedom of movement), dark blue rhomboid (Alertness), dark green ellipsoid (+5 luck bonus to AC), dark orange dodecahedron (SR 21), dark purple triangle (as ring of wizardry III), dark purple pyramid (as ring of wizardry IV), dark red cube (as medallion of thoughts), deep red sphere (+6 Dex), dull orange rhomboid (as brooch of shielding), dusty rose prism (+5 deflection), incandescent blue sphere (+6 Wis), 2 lavender and green ellipsoids (absorbs spells of up to 8th level), mottled gray sphere (as ring of counterspells [normally holds a disintegrate], evasion, invisibility, and spell turning), pale green prism (+5 competence bonus on attack rolls, saves, and checks), pale lavender ellipsoid (absorb spells of up to 4th level), pale white sphere (recall three 9th-level spells, as a pearl of power), pearlized brown ellipsoid (as boots of speed, a free action to activate), pearly black spindle (undead regenerate 1 hp of damage/hour), rich green star (as a +5 stone of good luck), scarlet and blue sphere (+6 Int), shining black spiral (as a helm of teleportation), 2 vibrant purple prisms (stores 6 levels of spells).

Wealth: Laroch has an additional 3,000,000 gp or more worth of magic items and treasure in his lair

Larloch appears as a bleached skeleton as his flesh long ago decayed away. He wears rather fine robes and is often seen carrying a small mace, though this may also be hidden in a glove. He has stringy white hair spilling down to his shoulders, and his eyes are glowing points of red within empty sockets. A stunning rainbow of glowing stones orbits above his head, granting Larloch incredible powers that no "normal" being might be expected to have. He is also often noted to have strange currents of green lightning running along his body, though few who ever discover its purpose have a chance to warn others. Of course, he may just as easily appear as anyone else, hiding his identity behind illusions, and, of course, most will find it difficult to bypass his defenses, paramount among them being around 60 other lich wizards who serve him and will never see any glimpse of the Shadow King.

Source: Lords of Darkness

Realm's Personalities