CR 12

XP 19,200
Male cyclops atrophied lich wizard 9 (Pathfinder Bestiary 188)
NE Large undead (augmented)
Init +4; Senses darkvision 120 ft., low-light vision, true seeing; Perception +41


AC 26, touch 11, flat-footed 26 (+4 armor, +2 deflection, +7 natural, +4 shield, -1 size)
hp 175 (19 HD; 10d8+9d6+99)
Fort +14, Ref +11, Will +19
Defensive Abilities channel resistance +4; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
Weaknesses atrophied


Spd 30 ft.
Melee touch +15 (1d8+9/19-20 plus paralysis)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy (DC 17, 8/day), paralysis (permanent, DC 25)
Arcane School Spell-Like Abilities (CL 9th; concentration +14)
8/day—grave touch (4 rounds)
Wizard Spells Prepared (CL 9th; concentration +14)
5th—dominate person (DC 21), quickened shield, waves of fatigue
4th—bestow curse (DC 19), dimension door (2), phantasmal killer (DC 19)
3rd—dispel magic, displacement, suggestion (DC 19), tongues, vampiric touch
2nd—blindness/deafness (DC 17), detect thoughts (2, DC 17), false life, ghoul touch (DC 17), resist energy
1st—charm person (DC 17), chill touch, comprehend languages, grease, mage armor, ray of enfeeblement (2, DC 16)
0 (at will)—arcane mark, bleed (DC 15), detect magic, read magic, touch of fatigue (DC 15)
Prohibited Schools evocation, transmutation


Before Combat Before engaging in combat, Vordakai casts false life, mage armor, and tongues on himself.
During Combat Vordakai casts quickened shield on the first round of combat (adjust his AC down by 4 if the PCs attack him before he acts as a result) and activates the oculus's true seeing as he casts waves of fatigue against the largest group of foes. He trusts to his damage reduction to protect him from most damage, using his spells and channeling negative energy in melee. He resorts to his touch attack against foes who seem to be able to hurt him easily. When he's reduced to fewer than 60 hit points, he uses dimension door to retreat to area W19, whereupon he uses his touch and negative energy to heal all of his damage, then uses dimension door to return to this room to begin the fight anew.
Morale Vordakai is not willing to abandon his lair to intruders– as a result, he does not flee from combat in this chamber, and it is here that his ultimate fate shall be decided.


Str 21, Dex 10, Con -, Int 20, Wis 17, Cha 16
Base Atk +11; CMB +17; CMD 29
Feats Combat Casting, Command Undead, Craft Magic Arms and Armor, Craft Wondrous Item, Defensive Combat Training, Great Fortitude, Improved Critical (touch), Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Toughness, Vital Strike
Skills Fly +20, Intimidate +25, Knowledge (arcana) +27, Knowledge (planes) +18, Knowledge (religion) +27, Perception +41, Sense Motive +33, Spellcraft +27, Use Magic Device +13
Languages Abyssal, Cyclops, Giant, Infernal; tongues
SQ flash of insight, arcane bond (raven), life sight (10 feet, 9 rounds/day)
Combat Gear cloak of resistance +3, headband of mental prowess (+2 Int, +2 Cha, grants ranks in Knowledge [planes]), oculus of Abaddon, ring of protection +2, soul jar, phylactery (worth 3,500 gp if sold as an art object but worth considerably more to Vordakai)


Atrophied Lich (Ex) A lich that remains immobile and insensible for extended periods of time (as Vordakai did after he was imprisoned in his tomb just prior to Earthfall 10,000 years ago) can grow atrophied. The exact effects of atrophy vary from lich to lich. In Vordakai's case, his effective wizard level has declined from 20th to 9th. Note that these are not negative levels–Vordakai must earn back the lost XP normally. More troubling to the lich is the fact that until he achieves at least 11th level as a lich, his phylactery is unusable–if he is destroyed, he crumbles to dust, forever dead.