Tilkaz Character in Elmaloris | World Anvil


The main focus of the mysterious chronicle known as Death's Heart. Once a gnoll commoner of the hamlet of Elimond, she learned to harness the innate necromantic powers that her stillbirth, and subsequent revival, afforded her.
  In the year of 1591, she found and enacted a lich ritual with the help of the Hokenian Magisters and volunteer students.
  1592 saw her first death as a lich, when in the culmination of Shasys' Rebellion, she fell to elven forces. A week later, with the help of her good friend, and trusted phylactery-bearer, Rolwaz, she had reformed in the Gravetender chapel undercroft.
  In the years since, she has acted as a prophet of Keeana, and a tutor of the "Spheres" Magic.
Year of Birth
1577 DF 34 Years old

Tilkaz CR 4 (XP 1200)

LG medium undead (augmented humanoid, gnoll)
Female Gnoll Wraith 3
Init +2;Senses: darkvision 60 ft.; Perception +17;Aura: Fear 60 ft(DC16
AC 10, touch 10, flat-footed 10 (+0 Dex, +0 natural, +0 size)
HP 30(3d8+12 ConHit Die:d10;
Fort +5, Ref +5, Will +6
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/magic; Immune cold, electricity, undead traits
Speed 30 ft.
Melee: mwk scythe +5 (2d4+3/×4), touch +4 (1d8+1 negative energy plus paralyzing touch), mwk morningstar +5 (1d8+2 B)
Ranged: mwk light crossbow +5 (1d8/19-20)
Space 5 ft; Reach 5 ft
Special Attacks: paralyzing touch (DC 15), possession
Caster Level: 3 Death/Enhancement, 2.25 other; MSB: +3; MSD: 14; Concentration +3
Tradition: (Boons: -; Drawbacks: - CAM: Cha?
Spell Points: 7
Death sphere - DC 15; Duration: concentration; Range: Medium (110 ft. Package: ; Talents: Sustained Necromancy, Spectral Distortion, Fowl Infestation; Drawbacks: ;
Enhancement sphere - DC 15; Duration: concentration; Range: Medium (110 ft. Package: ; Talents: Bestow Intelligence, Natural Enhancement; Drawbacks: ;
Str 15(+2) Dex 14(+2) Con 10(+0) Int 18(+4) Wis 17(+3) Cha 19(+4)
Base Atk +2; CMB +4; CMD 16
Feats: cosmopolitan, thanatopic spell, extra magic talent(x2), counterspell, magical aptitude
Skills: Diplomacy +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +17, Sense Motive +17, Spellcraft +10, Stealth +16; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth;
Languages: Catfolk, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Halfling, Mirromish, Orc, Sylvan
Traits: fey mediator, gift for magic
Gear: morningstar, mwk scythe, mwk light crossbow(19 bolts), mwk studded leather armor, masterwork backpack, common survival kit, trail rations (4 days), journal, inkpen, vial of ink, scrubbing implement, waterskin(2), +1 death implement(ring), wand of touch of fatigue (50/50), coin pouch(900g, 2s, 7c

Casting (CL 2, MSB +3, MSD 14, Concentration +7, DC 15) You can cast sphere effects.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
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).
Death: Exhausting Strike (DC 15) Ghost strike causes target to be fatigued
Death: Reanimate (Max HD: 6) Reanimate a corpse as a skeleton or zombie
Death: Sustained Reanimation- Concentrate on a reanimation to maintain it without spending a SP
Enhancement: Bestow Intelligence (DC 15) Grant temporary intelligence to an animal, plant, or object
Enhancement: Enhance Equipment +1 (DC 15) You can enhance a weapon, shield, piece of armor, or ammunition
Fear Aura (DC 15) Foes in 60 ft are frightened (below 5 HD) or shaken for 3 rds (Will neg).
Hidden Possessor Possession target saves at -2 if unaware of you or does not treat you as hostile
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 Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Paralyzing Touch (1d8+1 negative energy dam, DC 15) Touched foe takes dam and permanent paralysis (Fort part). Seems dead unless examined.
Path of the Corruptor You may possess vermin, even if they are immune to mind-affecting effects
Path Possession (Corruptor) You may possess dead bodies, treating them as animated undead
Possession (DC 15) (Su) You can temporarily occupy or even control another creature's body
Rejuvenation (Su) Liches can return after a few days.
Thanatopic Spell Spell pierces protection from death effects & can affect undead. +2 Level.
Touch (DC 15) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Undead Traits Undead have many immunities.
Wraith Form (Su) You may become incorporeal for a limited time

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