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Urthein Olgrem, Male Hollow Husk Lich Cleric 15 (God of Death) CR 17; Medium undead; HD 15d12; hp 126; Init +4; Spd 30 ft; AC 19, touch 14, flat-footed 15; Base Atk +11; Grp +13; Atk +15 melee (1d4+2, claw) or +15 touch (1d8+5, negative energy, Will save DC 19 for half damage); Full Atk +15 melee (1d4+2, 2 claws) or +15 touch (1d8+5, negative energy, Will save DC 19 for half damage); SA paralyzing touch (Fort save DC 19), spells; SQ blindsight, damage reduction 15/bludgeoning & magic, darkvision 60 ft., dwarven traits, fear aura, hollow, immunities, rebuke undead, spontaneous casting, turn resistance +4, undead traits, water walk; AL NE; SV Fort +9, Ref +9, Will +14; Str 15, Dex 18, Con –, Int 4, Wis 20, Cha 14.
Skills Concentration +15, Heal +9, Hide +12, Knowledge (religion) +0, Listen +10, Move Silently +12, Search +5, Spellcraft +12, Spot +10.
Feats Cleave, Combat Casting, Craft Wondrous Item, Empower Spell, Extra Turning, Power Attack, Weapon Finesse.
Blindsight (Ex) Urthein’s eyes are nothing more than gaping holes in the skin of his face. However, he is able to pinpoint the location of all living creatures within 60 ft. by sensing their vital force. Beyond this distance, Urthein is considered blind.
Damage Reduction (Su) Urthein’s undead body is tough, giving him damage reduction 15/bludgeoning and magic. His natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Dwarf Traits Urthein has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 dodge bonus against giants. He also has stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth) and stability (+4 bonus on ability checks made to avoid being bull rushed or tripped when standing on the ground). In addition, Urthein has a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal.
Fear Aura (Su) Urthein is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-ft. radius that look at him must succeed on a Will save or be affected as though by a fear spell from a sorcerer of 15th level. A creature that successfully saves cannot be affected again by Urthein’s aura for 24 hours.
Hollow (Ex) Urthein is able to fill himself by inhaling either water or air; changing between the two requires a standard action. When filled with air, Urthein has a land movement of 30 feet and receives a +8 racial bonus to Tumble checks and a +10 racial bonus to Jump checks. However, he is treated as a Fine creature for the sake of resisting wind effects. When filled with water, Urthein has a swim movement of 20 feet and receives a +5 racial bonus to Move Silently and Hide checks as long as he is submerged in water.
Immunities (Ex) Urthein has immunity to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks.
Paralyzing Touch (Su) Any living creature Urthein hits with his touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
Rebuke Undead (Su) Any cleric, regardless of alignment, has the power to affect undead creatures by channelling the power of his faith through his unholy symbol. Urthein rebukes or commands such creatures. He may attempt to rebuke undead 9 times per day.
Spontaneous Casting Urthein can convert prepared spells to inflict spells (an inflict spell is one with “inflict” in its name).
Turn Resistance (Ex) Urthein has +4 turn resistance.
Water Walk (Su) At will, Urthein can walk on water, mud, or any other unsteady ground by skipping across its surface, borne on air. This ability functions as a water walk spell cast by a fifth-level cleric.
Languages: Common, Dwarven.
Spells Prepared (6/7+1/6+1/6+1/5+1/4+1/2+1/1+1, save DC = 15 + spell level): 0—guidance × 2, light × 2, resistance × 2; 1st—bane, cause fear, divine favor, doom, entropic shield, protection from goodE*, sanctuary, shield of faith; 2ⁿd—aid, desecrateE*, darkness, death knellE, hold person, resist energy, spiritual weapon, sound burst; 3rd—animate deadE*, bestow curse, deeper darkness, dispel magic, invisibility purge, magic circle vs. goodE, searing light; 4th—divine power, giant vermin, freedom of movement, poison, spell immunity, unholy blightE*; 5th—greater command, flame strike, slay living*, spell resistance, true seeing; 6th—antilife shell, create undeadE*, harm; 7th—
*Domain Spell. Domains: Death (death touch: one melee touch attack per day kills a living creature with 15d6 current hit points or less), Evil (cast evil spells at +1 caster level). E Evil spell.