Trexima Butoi

Level 16
Creature· evilUniqueMediumLegacy
AC
37
HP
290
Speed
25 ft.
Perception
+26
Fort
+25
Ref
+28
Will
+30
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances cold 15
Languages aklo, common, daemonic, draconic, mwangi, necril, osiriani, sakvroth
Senses darkvision
Skills arcana +31, crafting +29, deception +29, intimidation +27, nature +27, stealth +27
Recall Knowledge DC 45 (religion)

Attacks

Melee Hand +30 (finesse, magical), Damage 5d8 void
Melee Staff +23 (magical, two-hand-d8), Damage 1d4+6 bludgeoning

Abilities

+1 Status to All Saves vs. Vitality
Frightful Presence

60 feet. DC 29 will


Rejuvenation

When a lich is destroyed, its soul immediately transfers to its Soul Cage . A lich can be permanently destroyed only if its soul cage is found and destroyed.

Void Healing
Drain Soul Cage

Frequency once per day


Effect The lich taps into its Soul Cage's power to cast any arcane spell up to 6th level, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability.

Paralyzing Touch

A creature damaged by the lich's hand Strike must succeed at a DC 32 fortitude save against the lich's spell DC-4.

The creature becomes Paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls Prone, and seems dead. A DC 25 medicine check reveals the victim is alive.

Siphon Life

Trigger Trexima deals damage with his hand Strike


Effect Trexima regains Hit Points equal to half the damage dealt.

Steady Spellcasting

If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted.

A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster.


To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a phylactery, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drastic plan to continue their work or fulfill some long-term plan, others become liches because they fear death or to fulfill some malevolent purpose, such as long-sworn revenge. Regardless, the result is permanent and carries with it the potential to alter history-both that of those who transform themselves and of the countless mortals that will inevitably suffer as a result of a lich's new power.

After its metamorphosis, a lich often finds some quiet place to dwell, typically protected by a variety of guardians and traps, for two primary purposes. First, a lich requires solitude in order to plan its elaborate schemes, and second, few mortals (if any) deign to interact with these legendarily corrupt necromancers. One reason begets the other, as the self-imposed isolation of a lich often drives the lich insane, further solidifying its separation from civilization. The longer a lich lives, the more meticulous a planner it becomes, secreting itself within a labyrinth of deadly puzzles, misdirection, and monsters. A lich's servants and guardians are absolutely loyal, either due to their nature (such as constructs or other undead) or as a result of compulsion using powerful magic. Many liches go mad, in time, and the nature of a lich's lair is a good indicator of the undead's current mental state.

For all the protections it arrays around itself, a lich will go to greater lengths to guard its phylactery, as it knows that the destruction of this magical container spells doom for the lich. A lich is notoriously difficult to bargain with, though the threat of damaging its phylactery is a sure way to gain the upper hand in such a negotiation.