
DalmarWolf |

Does anyone have a stat block for a level 20 lich?
Highest I've manage to find is this one who's a level 17, it's close... I could advance it a few more levels... but I also don't like that it's got aristocrat levels as well.
So if anyone does have one laying around, I'd love to see it, thanks.

Blymurkla |

100% chrunch: liches has a couple of high-CR lich stat blocks. No PC race with 20 levels and no other templates, though.

GM Rednal |
Well, this guy's gear may not quite be perfect - I didn't want to go overboard there - but I hope it'll at least serve as a starting point. XD You can swap the spells and stuff around if you want them to act in a certain way - I mostly went with a variety of good, general-purpose options.
Spoiler:
Once fine robes hang in tatters from this withered corpse's frame. A pale blue light shines from where its eyes should be.
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Lich CR 21
XP 409,600
Male human lich necromancer 20 (Pathfinder RPG Bestiary 188)
NE Medium undead (augmented humanoid, human)
Init +2; Senses darkvision 60 ft., life sight (40 feet, 20 rounds/day); Perception +33
Aura fear (60 ft., DC 23)
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Defense
--------------------
AC 25, touch 20, flat-footed 23 (+4 deflection, +2 Dex, +5 natural, +4 untyped bonus)
hp 187 (20d6+100)
Fort +9, Ref +10, Will +16
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/magic; Immune cold, electricity, polymorph, undead traits
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Offense
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Speed 30 ft.
Melee touch +10 (1d8+10 negative energy plus paralyzing touch)
Special Attacks paralyzing touch (DC 23)
Arcane School Spell-Like Abilities (CL 20th; concentration +29)
. . 12/day—grave touch (10 rounds)
Necromancer Spells Prepared (CL 20th; concentration +29)
. . 9th—greater create demiplane[UM], dominate monster (DC 28), gate, mage's disjunction (DC 28), soul bind (DC 28), wish
. . 8th—create demiplane[UM] (2), death clutch (DC 27), mind blank, moment of prescience, prismatic wall (DC 27)
. . 7th—banishment (DC 26), finger of death (DC 26), spellforged sinews VII, greater teleport (2)
. . 6th—circle of death (DC 25), contingency, greater dispel magic, maximized fireball (DC 22), globe of invulnerability, planar binding (DC 25)
. . 5th—cloudkill (2, DC 24), cone of cold (DC 24), quickened magic missile (3), waves of fatigue
. . 4th—dimension door (3), enervation, fire shield, wall of ice (2, DC 23)
. . 3rd—dispel magic (2), fireball (DC 22), suggestion (DC 22), vampiric touch, vampiric touch (2)
. . 2nd—darkness, false life, extended mage armor, scorching ray, scorching ray, see invisibility, spectral hand
. . 1st—magic missile (4), ray of enfeeblement (DC 20), ray of enfeeblement (DC 20), shield (2)
. . 0 (at will)—bleed (DC 19), detect magic, ray of frost, read magic
. . Opposition Schools Illusion, Transmutation
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Statistics
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Str 10, Dex 14, Con —, Int 29, Wis 14, Cha 16
Base Atk +10; CMB +10; CMD 40
Feats Command Undead, Craft Staff, Craft Wondrous Item, Dazing Spell[APG], Defensive Combat Training, Eschew Materials, Extend Spell, Extra Contingency[UI], Immortality[UM], Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness
Skills Appraise +21, Craft (alchemy) +32, Disguise +15, Intimidate +26, Knowledge (arcana) +32, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +21, Knowledge (nature) +16, Knowledge (planes) +32, Linguistics +32, Perception +33, Sense Motive +33, Spellcraft +32, Stealth +33; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Terran, Undercommon
SQ arcane bond (ring of protection +4), power over undead
Combat Gear potion of invisibility, scroll of dominate person (CL 10th), scroll of teleport, staff of necromancy; Other Gear boots of levitation, headband of vast intelligence +6, ring of protection +4, scholar's ring[UE]
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Ecology
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Environment any
Organization solitary
Treasure npc gear (boots of levitation, headband of vast intelligence +2 [perception], ring of protection +2, potion of invisibility, scroll of dominate person, scroll of teleport)
--------------------
Special Abilities
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Arcane Bond (Ring of protection +4) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Command Undead (DC 23) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extra Contingency Have two active contingency effects.
Fear Aura (DC 23) Foes in 60 ft are frightened (below 5 HD) or shaken for 20 rds (Will neg).
Grave Touch (10 rounds, 12/day) (Sp) As a standard action, touch shakes living foe 10 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immortality You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. You must be at least a 20th-level wizard to sel
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
Life Sight (40 feet, 20 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Paralyzing Touch (1d8+10 negative energy dam, DC 23) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Touch (DC 23) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Undead Traits Undead have many immunities.
Once fine robes hang in tatters from this withered corpse's frame. A pale blue light shines from where its eyes should be.
--------------------
Lich CR 21
XP 409,600
Male human lich necromancer 20 (Pathfinder RPG Bestiary 188)
NE Medium undead (augmented humanoid, human)
Init +2; Senses darkvision 60 ft., life sight (40 feet, 20 rounds/day); Perception +33
Aura fear (60 ft., DC 23)
--------------------
Defense
--------------------
AC 25, touch 20, flat-footed 23 (+4 deflection, +2 Dex, +5 natural, +4 untyped bonus)
hp 187 (20d6+100)
Fort +9, Ref +10, Will +16
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/magic; Immune cold, electricity, polymorph, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee touch +10 (1d8+10 negative energy plus paralyzing touch)
Special Attacks paralyzing touch (DC 23)
Arcane School Spell-Like Abilities (CL 20th; concentration +29)
. . 12/day—grave touch (10 rounds)
Necromancer Spells Prepared (CL 20th; concentration +29)
. . 9th—greater create demiplane[UM], dominate monster (DC 28), gate, mage's disjunction (DC 28), soul bind (DC 28), wish
. . 8th—create demiplane[UM] (2), death clutch (DC 27), mind blank, moment of prescience, prismatic wall (DC 27)
. . 7th—banishment (DC 26), finger of death (DC 26), spellforged sinews VII, greater teleport (2)
. . 6th—circle of death (DC 25), contingency, greater dispel magic, maximized fireball (DC 22), globe of invulnerability, planar binding (DC 25)
. . 5th—cloudkill (2, DC 24), cone of cold (DC 24), quickened magic missile (3), waves of fatigue
. . 4th—dimension door (3), enervation, fire shield, wall of ice (2, DC 23)
. . 3rd—dispel magic (2), fireball (DC 22), suggestion (DC 22), vampiric touch, vampiric touch (2)
. . 2nd—darkness, false life, extended mage armor, scorching ray, scorching ray, see invisibility, spectral hand
. . 1st—magic missile (4), ray of enfeeblement (DC 20), ray of enfeeblement (DC 20), shield (2)
. . 0 (at will)—bleed (DC 19), detect magic, ray of frost, read magic
. . Opposition Schools Illusion, Transmutation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con —, Int 29, Wis 14, Cha 16
Base Atk +10; CMB +10; CMD 40
Feats Command Undead, Craft Staff, Craft Wondrous Item, Dazing Spell[APG], Defensive Combat Training, Eschew Materials, Extend Spell, Extra Contingency[UI], Immortality[UM], Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness
Skills Appraise +21, Craft (alchemy) +32, Disguise +15, Intimidate +26, Knowledge (arcana) +32, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +21, Knowledge (nature) +16, Knowledge (planes) +32, Linguistics +32, Perception +33, Sense Motive +33, Spellcraft +32, Stealth +33; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Terran, Undercommon
SQ arcane bond (ring of protection +4), power over undead
Combat Gear potion of invisibility, scroll of dominate person (CL 10th), scroll of teleport, staff of necromancy; Other Gear boots of levitation, headband of vast intelligence +6, ring of protection +4, scholar's ring[UE]
--------------------
Ecology
--------------------
Environment any
Organization solitary
Treasure npc gear (boots of levitation, headband of vast intelligence +2 [perception], ring of protection +2, potion of invisibility, scroll of dominate person, scroll of teleport)
--------------------
Special Abilities
--------------------
Arcane Bond (Ring of protection +4) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Command Undead (DC 23) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extra Contingency Have two active contingency effects.
Fear Aura (DC 23) Foes in 60 ft are frightened (below 5 HD) or shaken for 20 rds (Will neg).
Grave Touch (10 rounds, 12/day) (Sp) As a standard action, touch shakes living foe 10 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immortality You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. You must be at least a 20th-level wizard to sel
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
Life Sight (40 feet, 20 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Paralyzing Touch (1d8+10 negative energy dam, DC 23) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Touch (DC 23) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Undead Traits Undead have many immunities.