Asteroth is an ancient demon who through a bizarre series of events and a strange curse survived his own destruction. Now, by the use of his arcane powers, he persists as a liche.
In the centuries since then he has served as a mercenary wizard, enchanter and sage to many of the most powerful and important personages of the underworlds. None know where his sanctum lies.
Asteroth is the creator of the spell Asteroth's Snare.
His normal form is a towering skeletal humanoid with the skull of a jackal and glowing, red eyes, but often he appears in other guises. He leaves a trail of ash wherever he walks.
Asteroth CR 22
Size Large Undead Outsider (Evil)
Wizard 17
Alignment: Neutral Evil
Languages: Abyssal, Telepathy to 100 feet
Senses: darkvision, Listen +12, Spot +15
Initiative: +6
AC: 26 (flatfooted 19, touch 14), +1 dodge bonus against one target, +4 with Shield cast, +4 vs. attacks of opportunity when moving
DR 15 / bludgeoning and magic and 10 / adamantium from Stoneskin
Hit Dice: (22d12)
Hit Points: 136
Saves: Fortitude: +11, Reflex: +13, Will: +21
Immune: cold, electricity, paralysis, mind-affecting attacks, poison, acid
Resist: 20 cold, 20 fire
Aura: fear (affects creatures of 5 HD and less within 60 feet, Will DC 24 negates)
Turn Resistance: +4
Spell Resistance: 29
Speed: 40 ft.
Attacks: +13 negative energy touch
Damage: 1d8+5 (Will DC 24 halves) and permanent paralysis (Will DC 24 negates)
Face / Reach: 10 ft. / 10 ft.
Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Improved Initiative, Mobility, Scribe Scroll, Spell Penetration, Greater Spell Penetration
Special Abilities & Qualities: See Below
Abilities: STR 17 (+3), DEX 15 (+2), CON - (-), INT 28 (+9), WIS 18 (+4), CHA 19 (+4)
Skills: Appraise 10; Balance 2; Bluff 5; Concentration 29; Decipher Script 9; Diplomacy 9; Hide 11; Knowledge (Arcana) 28; Knowledge (Architecture and Engineering) 10; Knowledge (Dungeoneering) 9; Knowledge (Geography) 10; Knowledge (History) 13; Knowledge (Local) 14; Knowledge (Nature) 10; Knowledge (Nobility and Royalty) 14; Knowledge (Religion) 12; Knowledge (The Planes) 15; Listen 12; Move Silently 10; Ride 4; Search 17; Sense Motive 13; Spellcraft 30; Spot 15; Survival 3; Swim 1;
Possessions: Amulet of Natural Armor +3; Ring of Protection +3; Bracers of Armor +4; Cloak of Resistance +4; Headband of Intellect +4; Wand of Cat's Grace; Wand of Scorching Ray (11th level caster); Wand of Lightning Bolt (10th level caster); Wand of Magic Missile (9th level caster); Wand of Polymorph; Wand of Suggestion;
Spell-like Abilities (as 17th level wizard, save DC 19 + spell level): At-Will: alter self, greater teleport. 3/Day: geas, true seeing
Wizard Spells:
Spell Save DC:19 + spell level
Mana: 193
Level 0 (4 / day): Arcane Mark, Daze, Detect Magic, Touch of Fatigue
Level 1 (7 / day): Identify, Ray of Enfeeblement x 2, Shield, True Strike, Charm Person, Protection From Good
Level 2 (6 / day): Mirror Image, Detect Thoughts, Invisibility, Resist Energy, Touch of Idiocy, Web
Level 3 (6 / day): Blink, Slow, Fly, Fire Ball, Vampyric Touch, Protection From Energy
Level 4 (6 / day): Enervation, Fire Shield, Greater Invisibility, Mass Reduce Person, Stoneskin, Resilient Sphere
Level 5 (6 / day): Feeblemind, Baleful Polymorph, Telekinesis, Dominate Person, Wall of Force, Cloudkill
Level 6 (5 / day): Flesh to Stone, Globe of Invulnerability, True Seeing, Greater Dispel Magic, Repulsion
Level 7 (4 / day): Mage's Sword, Spell Turning, Finger of Death, Force Cage
Level 8 (3 / day): Horrid Wilting, Clenched Fist, Temporal Stasis
Level 9 (2 / day): Mass Hold Monster, Time Stop
Summon Daemon: once per day, Asteroth can summon 3d6 Canaloths or 2d4 Nycaloths with 100% chance of success, or 1d6 Nycoloths or 1 Ultroloth with a 50% chance of success. See the Manual of the Planes for statistics of these fiends.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Turn Resistance (Ex): A lich has +4 turn resistance.
Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
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