Demilich — Soul-Gem Guardian of the Dead
Demilich
Behind the sealed doors of a dead archmage’s laboratory, a jewelled skull rises silently from its pedestal. Each gem shines with a trapped voice, and the silence of the tomb deepens as the demilich turns towards the living.

The gems inset in its skull are not ordinary jewels. Some are prison-stones holding the souls of people whose names have vanished from every surviving record. The archmage’s wealth may be worthless beside the voices still trapped within them.
At a Glance
- Creature
- Demilich — a deathless skull holding the dwindled remains of a lich’s power
- Nature
- Intelligent Undead; ancient, possessive and capable of hoarding or consuming souls
- Habitat
- Forgotten laboratories, magically warded tombs, deserted towers, sealed vaults
- Signs
- Gemstones that whisper the names of the dead, wards reacting to trespass, dust circling an empty altar
- Behaviour
- Awakens in defence of its treasure or soul-gems, hunts without ordinary bodily needs
- Counterplay
- Seek the creature’s soul anchors, learn which rites can stop its return, and protect the living against soul imprisonment
Demilich Statistics
Demilich — D&D 2024
Original playable conversion · Tiny Undead, Neutral Evil · CR 18 (20,000 XP; PB +6)
AC 20; Initiative +11 (21); HP 180 (72d4); Speed 5 ft., Fly 30 ft. (hover).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (−5) | 20 (+5) | 10 (+0) | 20 (+5) | 17 (+3) | 20 (+5) |
Saving Throws Dex +11, Con +6, Int +11, Wis +9; Resistance Bludgeoning, Piercing and Slashing; Immunities Necrotic, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone and Stunned; Senses Truesight 120 ft., Passive Perception 13; Languages understands those it knew in life but cannot speak.
Traits
Legendary Resistance (3/Day). A failed saving throw can become a success.
Gem-Bound Return. Unless the skull’s soul gems are broken or a Wish spell is cast over its fragments, a destroyed demilich reforms at its altar in 1d10 days with all its HP.
Actions
Multiattack. Makes three Soulfire attacks.
Soulfire. Melee or Ranged Attack Roll +11, reach 5 ft. or range 120 ft. Hit: 24 (7d6) Necrotic damage.
Grave-Wail (Recharge 5–6). Constitution Saving Throw DC 19 for each creature within 30 ft. Failure: 56 (16d6) Psychic damage and Frightened until the start of the demilich’s next turn. Success: half damage and not Frightened.
Legendary Actions
Three uses (four within its lair), regained at the start of each turn; one action taken immediately after another creature’s turn.
Ghostly Surge. Flies up to its Fly Speed without provoking Opportunity Attacks.
Soulfire. Makes one Soulfire attack.
Gem of Silence (Costs 2 Uses). Charisma Saving Throw DC 19 for one visible creature within 60 ft. Failure: Incapacitated and unable to speak until the end of its next turn.
This is an original rules adaptation with a complete action economy, not a reproduction of the proprietary 2024 Monster Manual stat block.
Demilich — D&D 2014
Tiny Undead, Neutral Evil · CR 18 (20,000 XP)
AC 20 (natural armour); HP 80 (32d4); Speed 0 ft., Fly 30 ft. (hover).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (−5) | 20 (+5) | 10 (+0) | 20 (+5) | 17 (+3) | 20 (+5) |
Saving Throws Con +6, Int +11, Wis +9, Cha +11; Damage Resistances Bludgeoning, Piercing, Slashing from magic weapons; Damage Immunities Necrotic, Poison, Psychic and nonmagical Bludgeoning/Piercing/Slashing; Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned; Senses Truesight 120 ft., Passive Perception 13; Languages —.
Traits
Avoidance. Against effects normally halved on a successful saving throw, it instead suffers no damage on success and half damage on failure.
Legendary Resistance (3/Day). Can treat a failed save as a success.
Turn Immunity. Cannot be affected by effects that turn undead.
Actions
Howl (Recharge 5–6). Each creature within 30 ft. that hears the skull makes a Constitution save DC 15. Failure drops the creature to 0 HP. Success makes it Frightened until the end of its next turn.
Life Drain. Three visible creatures within 10 ft. each make a Constitution save DC 19 or take 21 (6d6) Necrotic damage. The demilich regains HP equal to the total damage inflicted by this power.
Legendary Actions
Three per round, one at the end of another creature’s turn, regaining spent uses at the start of its turn.
Flight. Flies up to half its Fly Speed.
Dust Cloud. Creatures within 10 ft. make a Constitution save DC 15 or become Blinded until the end of the demilich’s next turn. A successful save grants temporary immunity until that time.
Energy Drain (Costs 2 Actions). Creatures within 30 ft. make a Constitution save DC 15 or lose 10 (3d6) from their HP maximum. Greater Restoration or comparable magic removes the reduction.
Vile Curse (Costs 3 Actions). One visible creature within 30 ft. makes a Wisdom save DC 15 or suffers Disadvantage on attack rolls and saving throws, repeating the saving throw at the end of each turn to end the curse.
Derived from the Demilich rules in D&D 2014, Monster Manual, with SRD 5.1 attribution where applicable; this is not the 2024 version.
Demilich — Pathfinder 1e
NE Tiny Undead · CR 14 (38,400 XP)
Initiative +7; Senses Darkvision 60 ft., True Seeing, Perception +27; AC 25, touch 21, flat-footed 21 (+3 Dex, +1 Dodge, +4 natural, +5 profane, +2 size); HP 142 (15d8+75); Fort +15, Ref +15, Will +21; DR 20/—; Channel Resistance +5; Immune Acid, Cold, Electricity, Magic, Polymorph and Undead traits; Weakness Torpor, Vorpal susceptibility.
Speed Fly 30 ft. (perfect); Space/Reach 2½ ft./0 ft.; Special Attacks Devour Soul; Spell-Like Abilities CL 20th (concentration +25): Constant True Seeing; At Will Greater Bestow Curse (DC 21), Telekinesis (DC 20), Wail of the Banshee (DC 24, 20-ft. spread centred on itself).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (−2) | 17 (+3) | — | 21 (+5) | 20 (+5) | 21 (+5) |
BAB +11; CMB +12; CMD 30; Feats Ability Focus (Devour Soul), Alertness, Defensive Combat Training, Dodge, Flyby Attack (B), Improved Initiative, Iron Will, Lightning Reflexes, Mobility; Skills Bluff +20, Fly +23, Knowledge (arcana) +23, Knowledge (dungeoneering) +20, Knowledge (history) +15, Knowledge (planes) +15, Knowledge (religion) +18, Perception +27, Sense Motive +27, Spellcraft +23, Stealth +24; Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal; Environment Any; Treasure Double.
Special Abilities
Devour Soul (Su). Standard action, range 300 ft., one target; Fortitude DC 24. On success, the target gains two permanent negative levels. On failure, a gem imprisons the target’s soul and its body rapidly turns to dust. The skull bears ten such gems, each capable of holding a soul. A captive soul can be freed by breaking its gem while it remains unconsumed. After 24 hours the demilich may devour the soul and heal 1d6 HP per the victim’s HD; only powerful magic such as Miracle or Wish can then restore the victim.
Telekinetic Storm (Su). Swirls loose debris in a 20-foot spread, obscuring vision as Fog Cloud and dealing 12d6 Bludgeoning damage per round (Reflex DC 20 half). Maintaining the storm requires concentration.
Rejuvenation (Su). Returns after 2d6 days unless its remains are treated with holy water inside a Hallow spell and Holy Word or Dispel Evil is cast with a successful caster level check against DC 25. Torpor. Does not act unless its remains or treasure are disturbed.
Source: Pathfinder RPG Bestiary 3 — Demilich, Paizo (2011), OGL 1.0a.
Demilich — D&D 3.5e
Diminutive Undead, Neutral Evil · CR 29 · Epic Demilich
HD 21d12+3 (139 hp); Initiative +7; Speed Fly 180 ft. (perfect); AC 51, touch 38, flat-footed 48 (+4 size, +3 Dex, +5 natural, +8 armour, +2 deflection, +21 insight); BAB/Grapple +10/−2; Fort +10, Ref +12, Will +17.
Attack/Full Attack Touch +35 melee (10d6+20 Necrotic-equivalent negative energy plus Paralyzing Touch); Space/Reach 1 ft./0 ft.; DR 15/Epic and Bludgeoning; Turn Resistance +20; Resistances Acid, Fire, Sonic 20; Immunities Cold, Electricity, Polymorph, mind-affecting effects and most magical effects (exceptions below).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | — | 39 (+14) | 24 (+7) | 20 (+5) |
Skills Concentration +25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, planes) +34, Knowledge (history) +26, Listen +27, Move Silently +23, Search +34, Sense Motive +27, Spellcraft +36, Spot +27. Feats Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness; Epic Feats Automatic Quicken Spell, Blinding Speed, Improved Spell Capacity (10th), Tenacious Magic.
Special Attacks
Trap the Soul (Su). Up to eight times daily, target one visible living creature within 300 ft. Fortitude DC 36. On failure, the soul enters a gem, leaving a body that turns to dust; success inflicts four negative levels instead. A gem can be crushed before the captive soul is devoured to free it. Death Ward grants +5 on this saving throw.
Fear Aura (Su). Creatures with fewer than 5 HD in a 60-ft. radius make Will DC 19 or suffer Fear as cast by a 21st-level caster.
Paralyzing Touch (Su). Fortitude DC 36 or permanently Paralyzed (a Remove Paralysis or Curse-removing effect frees the target); those afflicted appear dead.
Spellcasting. Wizard 21st: spell slots 4/12/8/7/7/7/7/6/6/3; the final three slots are 10th-level slots for metamagic spells. It retains all known wizard spells from its former lich form and casts without gestures. Spell-Like Abilities: At Will Astral Projection, Create Greater Undead, Create Undead, Death Knell, Enervation, Greater Dispel Magic, Harm, Summon Monster I–IX, Telekinesis, Weird; twice daily Greater Planar Ally (CL 21, save DC 36 where applicable).
Magic Immunity (Ex). Normally unaffected by magical and supernatural effects; Shatter deals half damage as against crystal, Dispel Evil damages it and Holy Smite functions normally. Phylactery Transference. Magic items kept close to its phylactery grant benefits remotely. The lich retains its soul gems and original phylactery; permanently destroying the creature requires destroying all of these anchors.
Source: D&D 3.5e Epic SRD — Demilich, OGL 1.0a. The example is a 21st-level wizard, not a generic low-level undead template.
Behavior: In its torporous state, a Demilich remains inert unless provoked or its resting place disturbed. However, when roused to anger, it unleashes its full wrath upon intruders, employing its potent spell-like abilities and soul-devouring powers without mercy. Once the threat has been neutralized, it returns to its slumber, waiting patiently for the next unfortunate soul to cross its path.
Habitat: Demiliches are typically found in the darkest and most remote corners of the world, where they can rest undisturbed for centuries. Their lairs are often hidden deep underground or within ancient ruins, surrounded by the remnants of their former wealth and power.
Modus Operandi: When confronted by intruders, a Demilich relies on its array of supernatural abilities to dispatch its foes with ruthless efficiency. It may unleash devastating spells like wail of the banshee or telekinetic storms, while also utilizing its soul-devouring powers to trap the essence of its victims within the gems embedded in its skull. Once its enemies have been vanquished, it returns to its torpor, awaiting its next unfortunate prey.
Motivation: The motivations of a Demilich are shrouded in mystery, driven by an insatiable hunger for power and a desire to protect its hoard of treasures. Some believe that lingering traces of the lich’s former consciousness compel it to guard its lair and seek vengeance upon those who dare to disturb its rest. Regardless of its true motivations, one thing is certain: crossing paths with a Demilich is a perilous endeavor with potentially deadly consequences.
When a Lich Forgets the Flesh
Most liches guard their continuing existence through a phylactery and the dark rites that sustain it. Some turn so far inward that they cease attending to their bodies. Others send their minds beyond mortal worlds and lose interest in returning. Their limbs and robes rot to dust, but the bones of the skull endure, bound by old enchantments and the will to survive. The resulting demilich may sleep for centuries in a laboratory whose living inhabitants have all been forgotten.
The Jewels of Lost Souls
The gemstones set into the skull may hold souls snatched from the living. A trapped victim may yet be rescued if the gem is recovered before the demilich consumes its prisoner. The jailer need not keep every gem on display. Several may have been hidden among false relics or dispersed into protective wards. A vanished expedition’s records, a dying priest’s warning and the names engraved beneath the altar can reveal which stones must be found.
The Awakened Dead
Not every demilich is lost in torpor. Some recover enough of their former intellect to wield the full sorcery of the lich they once were, while others can only repeat certain curses, cries or soul-trapping rites. An awakened demilich is more than a stronger skull: it remembers its enemies, understands the passage of kingdoms and can direct guardians throughout its domain.
The Sealed Vault
The last guardian of a vanished academy floats above a stone table covered with the deeds of its former students. Every time an intruder speaks the name of a pupil, one of the skull’s jewels glimmers. That gem contains a teacher who once betrayed the academy. The demilich attacks anyone touching the gem, but ignores thieves who steal ordinary gold. The party must decide whether the captive is a victim, a traitor or the only witness who can unlock another chamber.
Running the Encounter
A dormant skull seldom needs an army of walking dead. Its vault may instead contain wards, animated objects, false doorways, traps keyed to stolen souls and perhaps a single ghost that recalls the archmage’s last mortal command. Offer clues to the rules of the place before combat: a shimmer surrounding a gemstone, a ward that punishes those who draw weapons, or a pattern of dust untouched by footfall. These clues give clever intruders a chance to find the true phylactery and save those imprisoned inside.
Destroying the floating skull may not end the horror. Its survival depends on the remaining soul-gems, its phylactery and the rites or spells specified for the creature’s form. A victorious company that leaves the gems intact may meet the same undead mind again in a later century.
Sources and Licences
D&D 2024 Monster Manual and D&D 2014 Monster Manual are the published references for the modern creature. The 2024 statistics on this page are an independent conversion. Pathfinder RPG Bestiary 3 — Demilich (Paizo, 2011, OGL 1.0a) and D&D 3.5e Epic SRD — Demilich (OGL 1.0a) provide the older game statistics.
Other necromantic foes are collected in the Undead Bestiary.
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