Ulrich the Lich

Progenitor of the Ulrich Family


Ulrich appears to be a withered corpse with long, silver-white hair, long limbs and fingers, and glowing blue lights where his eyes should be. Unremarkable black robes hang upon his sparse frame.

His voice is high pitched and slightly gravelly with a faint accent. He is driven with thoughts of revenge against his enemies—real and perceived.

XP 19,200
Human necromancer 11
NE Medium humanoid (Undead)
Init +5; Senses darkvision 60 ft.,life sight, see invisibility; Perception +13

AC 20, touch 11, flat-footed 19 (4 armor, +1 Dex, +5 natural)
hp 139 (11d8
Fort +8, Ref +4, Will +8
Resist fire 30; Channel Resistance +4; DR 15/Bludgeoning and Magic; Immunity to cold and electricity; Rejuvenation

Speed 30 ft.
Melee mwk dagger 6 (1d4/19–20); touch +6 (d85 negative energy)
Special Attacks channel negative energy (DC 18, 8/day, 6d6); Fear Aura; Paralyzing Touch
Arcane School Spell-Like Abilities (CL 11th; concentration +16)
8/day—grave touch (5 rounds)

Necromancer Spells Prepared (CL 11th; concentration +16)
6th—create undead, eyebite (DC 23)
5th—baleful polymorph (DC 20), magic jar (DC 22), teleport, symbol of pain
4th—animate dead, enervation, fear (DC 21), solid fog, wall of fire
3rd—blink, fireball (DC 18), fly, ray of exhaustion (DC 20), vampiric touch (2)
2nd—blindness/deafness (DC 19), false life, resist energy, see invisibility, scare (DC 19), scorching ray
1st—alarm, burning hands (DC 16), cause fear (DC 18), detect undead, expeditious retreat, mage armor, magic missile
0 (at will)—bleed (DC 17), detect magic, read magic, touch of fatigue (DC 17)
Opposition Schools enchantment, illusion

Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility.
During Combat The wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together.

Base Statistics Without false life, mage armor, resist energy, and see invisibility, the wizard’s statistics are Senses darkvision 60 ft.; AC 17, touch 11, flat-footed 16; hp85; Resist none.

Str 10, Dex 12, Con -, Int 20 Wis 10, Cha 16
Base Atk +5; CMB +5; CMD 16

Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy),Toughness

Skills Craft (alchemy) 19, Fly +8, Heal +10, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes) +13, Knowledge (religion) +18, Perception +13 (8 racial), Spellcraft +19 Linguistics +19 Stealth +20
+8 Racial bonus on Perception, Sense Motive, and Stealth

Languages Draconic, Duindir, High Dwarven, High Elven, High Acheran, Infernal
SQ life sight (10 feet, 11 rounds/day)

Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. This is a mind-affecting fear effect.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save (DC 19) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich’s save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.


In life, the wizard Ulrich of Barth was a man who sought immortality through the usual means—progeny, reputation, and later infamy. But none of these were enough. Instead, he sought out the darkest of rituals to achieve his fell desire.

Meanwhile, his progeny took his name and established ties in Jossia. Their descendants include Surm and Mõrvar Ulrich.

The lich Ulrich was a force to be reckoned with. He wielded dark magicks, raising the dead to do his bidding and terrorized the lands that later became Jossia and Leilior.

A band of holy knights finally brought the dreaded lich to an end—or so they thought.

Ulrich’s phylactery was hidden deep in the Slayt Mountains in a small sanctuary that was carved out of the living rock by his undead slaves. There he could rejuvenate and then get his revenge on those so-called paladins that destroyed him. However, an unforeseen betrayal cut Ulrich’s revenge short. Ulrich’s apprentice, a sorcerer by the name Ranganor, sealed up the sanctuary in order to get his master out of the way. He could not find the phylactery, but he could ensure that Ulrich was trapped inside, as no one could teleport in and out of the sanctuary.

It took ten days for Ulrich to put himself back together after being destroyed by the paladins. When he awoke in his sanctuary, he found himself sealed inside. And inside that sanctuary is where the immortal lich stayed for nearly 300 years.

The sanctuary was unsealed by a group of miners working for Lord Cannach Ma’leod. His men, and he himself, suspected that what was uncovered was some sort of Duindir ruin. Lord Cannach decided to hire adventurers to explore the ruin. The adventurers he hired were Captain Rilka, Master Hunter Savaric, and Surm and Mõrvar Ulrich

Meanwhile, Ulrich emerged from his prison and killed and raised the inhabitants of the mining village. He meant to build himself back up again and take his revenge on the scions of Ranganor. However, the adventurers destroyed him and pillaged his sanctuary.

As the adventures made arrangements to cash out their loot, the Lich rejuvenated himself in a secret chamber in the sanctuary, collected his phylactery, and hid it in the nearby woods. Then he returned to the village to try and collect spell components. He met one of the soldiers and demanded to know who had robbed him. The frightened soldier revealed that it was Captain Rilka and the bard, Surm Ulrich. The Lich, upon hearing the name, struck the soldier in anger at mocking him, and the soldier was paralyzed.

At that point, Mõrvar and Savaric arrived to retrieve the Lich’s notes from the sanctuary. The adventurers had discovered the possibility of a family link to the lich and wanted to learn more, though they believed the lich dead as they had burned the foul sorcerer’s body on a pyre after destroying him once before. When Mõrvar and Savaric arrived at the village, Lord Cannach’s soldiers were gathered and told them story of what happened. Mõrvar and Savaric then tracked the Lich into the woods, after sending their own soldiers back to tell the others of what happened.

After playing a cat-and-mouse game with the Lich, Mõrvar and Savaric confronted him once again. The Lich turned Savaric into a dire rat, but Mõrvar slew him once again and dragged his body for 3 days back to Lord Cannach’s estate.

The Lich rejuvenated once again in the woods. He went back to the abandoned village and scavenged for clothes and spell components. He then traveled to Aldasar where he used a fly spell to fly over the city walls at an unpatrolled portion of the city and then intimidated a man to tell him who the owner of the livery he saw worn by the soldiers at the village was. Thus he discovered who Lord Cannach was and decided to pay him a visit. But first he found a new hiding place for his phylactery.

He paid a visit to the party at Lord Cannach’s estate—but this did not go well for him. It was an ambush and he barely escaped, Teleporting away to his hiding place in the city’s largest necropolis, Sadum’s Hill. After expressing his anger, he decided he needed a plan. He needed to recreate his spellbook so that he wouldn’t keep losing his powers as these whelps kept siphoning them off.

So he once again went into the city and intimidated his underworld contact into giving him the name of a wizard. He visited this wizard, a visiting lecturer at the University. He went into her rooms and used his fear aura to frighten her and her familiar away. Then he took her some of her spell components and her materials to make a spellbook and went back to the necropolis.

Somehow, the party found him once again and walked in on him as he worked on the spellbook. There was another battle, but this time they used a Silence spell to keep him from casting spells. This is where Ulrich finally met his final death, for the party also found his phylactery and destroyed it.

Ulrich the Lich

Shadows of the Rift pencilneckgeek pencilneckgeek