Hit Dice: 21d12+24 (160 hp)
Speed: 30 ft.
Armor Class: 37 (+4 Dex, +8 bracers of armor, +5 natural, +10 insight), touch 26, flat-footed 33
Base Atk/Grapple: +10/+10
Attack: Touch +10 melee (3d8+10 plus paralysis)
Full Attack: Touch +10 melee (3d8+10 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: damaging touch, decapitation, paralyzing touch, spell-like abilities
Special Qualities: +10 turn resistance, blindsight 200 ft., chill shield, damage reduction 15/bludgeoning and epic, immunity to cold, electricity, polymorph, and mind-affecting effects, share magic items, undead traits
Saves: Fort +10, Ref +15, Will +22
Abilities: Str 10, Dex 19 (with gloves), Con -, Int 27 (with headband), Wis 16, Cha 36
Skills: Concentration +24, Hide +12, Knowledge (arcana) +32, Knowledge (religion) +32, Knowledge (the planes) +32, Listen +27, Move Silently +4, Search +34, Sense Motive +11, Spellcraft +32, Spot +11
Feats: Ability Focus (paralyzing touch), Combat Casting, Contagious ParalysisLM, Empower Spell-Like Ability (horrid wilting), Improved Initiative, Improved ParalysisLM, Improved ToughnessLM, Lightning Reflexes, Toughness
Challenge Rating: 25
Treasure: Standard plus shared magic items (see below)
Alignment: Always neutral evil
Level Adjustment: –
The remains of a humanoid skeleton, whose head has been severed, slowly move towards you. Draped over the creatures bony frame are the tattered remnants of a wizard’s robes. Surrounding the creature is an aura of crackling, blue and green flames.
When a powerful demilich’s former body is entombed with its phylactery, the remains are sometimes reanimated as a deathcapper.
A deathcapper is a malevolent being, driven by an irresistible need to replace its lost head with that of a living creature. Always loyal to the demilich from which it sprang, the creature will stop at nothing to prevent the destruction of the phylactery it holds in its possession.
A deathcapper typically begins combat by casting defensive and/or long range offensive spells in an attempt to lure melee fighters forward. Assuming that this tactic works, the deathcapper then casts dimension door to close with an unsuspecting (and now unprotected) spellcaster, and attacks with its paralyzing touch. Assuming that the spellcaster is paralyzed by this attack, the deathcapper then tries to remove its opponent’s head with its decapitation ability.
Chill Shield (Su): A deathcapper’s body is continuously enshrouded in wisps of blue and green flame. These flames act as the spell fire shield with the chill shield ability, dealing 1d6+15 points of cold damage to opponents attacking it. In addition, a deathcapper only takes half damage from fire spells. Caster level 21st.
Damaging Touch: A deathcapper has a touch attack that uses negative energy to deal 3d8+10 points of damage to living creatures; a Will save (DC 33) halves the damage.
Decapitation (Su): A deathcapper can decapitate any living creature already affected by its paralyzing touch as a standard action. An affected opponent must make a Fortitude save (DC 33). Failure results in the opponent’s head being severed.
A deathcapper that severs an opponent’s head can then attach it to the stump where its former head used to be. Once the head is attached, the deathcapper gains the following abilities: fast healing 20, +2 bonus to caster level checks, +4 Int, +4 Wis, +4 Cha.
In addition to these abilities, a deathcapper gains access to all of the memories that its opponent had in life, including access to any spells that the opponent may have prepared or memorized before its head was severed. A deathcapper does not gain access to any of the skills, feats, or other abilities that the opponent may have had in life.
A head severed by a deathcapper is slowly consumed by the cold flames of the undead creature’s body over a period of 24 hours. If the head is not removed before that time, it is utterly destroyed.
Paralyzing Touch (Su): Any living creature a deathcapper hits with its touch attack must succeed on a Fortitude save (DC 35) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell desription, page 203 of the Player’s Handbook). The effect cannot be dispelled. Anyone paralyzed by a deathcapper seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is alive.
A deathcapper’s paralyzing touch is contagious. Any creature touching a creature already paralyzed is immediately affected as if the deathcapper delivered the paralyzing attack itself and is susceptible to the deathcapper’s decapitation ability.
Share Magic Items (Su): A demilich who is created from a deathcapper’s body can benefit from the use of any magic items that the deathcapper is wearing. In order to share magic items, the demilich’s phylactery must be in the possession of the deathcapper. If the phylactery is destroyed or removed from the deathcapper’s possession, the demilich loses the benefit of these magic items.
Spell-Like Abilities: At will- blink, clairaudience/clairvoyance, cone of cold (DC 29), dimension door, enervation (DC 27), fireball (DC 26), greater dispel magic, greater teleport, lightning bolt (DC 26), mirror image, ray of enfeeblement, ray of exhaustion (DC 26), scrying, vampiric touch (DC 26); 3/day- chain lightning (DC 29), finger of death, polar ray, waves of exhaustion; 1/day- empowered horrid wilting (DC 31), ruinE, wail of the banshee. Caster Level 21st.