Lich* (CR 13)
AC: 23 (+3 Dex, +5 natural, +4 bracers of armor, +1 ring of protection), touch 14, flat-footed 20
Hit Dice: 11d12+3 (74 hp); DR: 15/bludgeoning and magic
Fort +4, Ref +7, Will +10 (cloak of resistance +1)
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +5
Attack: Touch +5 melee (or quarterstaff +5 melee, or dagger +5 melee); or masterwork light crossbow with masterwork bolts +10 ranged
Full Attack: Touch +5 melee (or quarterstaff +5 melee, or dagger +5 melee); or masterwork light crossbow with masterwork bolts +10 ranged
Damage: Touch 1d8+5 negative energy plus paralysis; quarterstaff 1d6; dagger 1d4/19-20; light crossbow 1d8/19-20
Special Attacks/Actions: Damaging touch, fear aura, paralyzing touch, spells
Abilities: Str 10, Dex 16, Con -, Int 19, Wis 14, Cha 13
Special Qualities: Undead, +4 turn resistance, immunity to cold, electricity, polymorph and mind-effecting effects
Feats: Combat Casting; Craft Wondrous Item; Quicken Spell; Scribe Scroll; Silent Spell; Spell Focus (Evocation); Still Spell; Toughness
Skills: Concentration +15, Decipher Script +14, Hide +15, Knowledge (arcana) +18, Listen +12, Move Silently +16, Search +16, Sense Motive +10, Spellcraft +20, and Spot +12
Advancement: By character class
Climate/Terrain: Any land and underground
Treasure/Possessions: Standard coins; double goods; double items
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Liches are immune to cold, electricity, polymorph, and mind-affecting attacks.
The Will save against this lich's fear aura and damaging touch, and the Fortitude save against its paralyzing touch, have a DC of 16. The save DC against its spells is 14 + spell level.
Magic Items Carried: +2 bracers of armor, +1 cloak of resistance, 1 potion of gaseous form, +1 ring of protection, scroll of summon monster IV(8th level), wand of magic missile (50 charges, 9th level)
This example uses an 11th-level human wizard as the character.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.