I bring this one to all of ye since I have never seen them in print, yet I hear of these evil, vile creatures and just can't resist making them available to all who seek them! Ha ha ha!
BANELICH
© 199?, TSR
Terrain:
Frequency:
Orginization:
Activity Cycle:Any
V.Rare
Solitary
AnyDiet:
Intelligence:
Treasure:
Alignment:Nil
Supra-Genius (19-20)
A,S,Z
LE
No.Appearing:
Armor Class:
Movement:
Hit Dice:
Thac0:
# of Attacks:
Dmg/Attack:One
0
9
17+
5
1
1d10Special Attacks:
Special Defenses:
Magic Resist:
Size:
Morale:
Experience:See Below
See Below
25%
M: 5-6' tall.
Fanatic (17-18)
22,000+1000 per HD over 17
Link Exchange Member Free Home Pages at GeoCities Special Attacks:
- Priest spells, as a priest of 17th level or better.
- Hopelessness touch, 1d10 cold dmg & save vs. spell or suffer from hopelessness.
- Coldfire missiles, up to 2 per round, inflicts 3d10 pts. of freezing dmg, range of 60 yds.
Special Defenses:
- Can be hit only by +2 or greater magical weapons.
- Immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, and death, and said effects.
- Immune to all types of poisons, and are not affected by sunlight.
- Cannot be turned while in their lairs or in a place dedicated to the worship of Bane. When outside these areas, can only be turned on the Special column.
Special Weaknesses:
- Holy water causes 1d6 points of damage.
- Holy water from a LG temple of Lathander causes 1d10 pts of dmg per vial. This may be extended to Torm's temples.... DM's choice.
As a Banelich grows older, its powers increase. For every 100 years of existence the creature gains one level of clerical experience in regard to spells, 5% greater magic resitance, and one of the following special abilities below. Other abilities may be gained after 400 years, but they have been undocumented....
PAINWRACK
Any living creature that makes eye contact with the Banelich suffers 2d10 points of dmg from severe, muscle-wrenching pain unless a successful saving throw vs. spell is made. The Banelich can use this power only when it wishes.VOICE OF MALEVOLENCE
Failure of a saving throw vs. spell by a victim to whom the Banelich talks for one turn results in a sleepy trance wherein the vicitm reveals any secrets known to him or her. The saving throw may be rerolled every six turns. Each consecutive hour the Banelich talks to the victim, a -1 penalty is applied to subsequent saving throws.GRASP OF DEATH
The touch of the Banelich kills instantly unless the target successfully saves vs. death magic. A person so killed can be resurrected only by a good priest and not by potions or magical items. The Banelich can use this power once a day. When it is active, a nimbus of coruscating black flame surrounds its hands.Killing the Banelich is the same as killing a normal lich, since the Banelich is a lich just the same, except he devotes his life to his god's magic a mystery and not magic and mystery in general.
History
In ancient times Baneliches used their remarkable powers to spread the word of Bane across Faerun and defend the god's faithful. They were supposed to serve as ultimate guardians of faith. Many Baneliches were worshiped as demipowers and were referred to as the "Mouths of Bane" by any who came into contact with them. However, once the followers of the good Faerunian deities learned of the existence of one (especially Lathanderites), they would gather a great force and destroy the creature before its power became too great.As a further problem, each Banelich considered himself or herself to be the natural leader of the church and was reluctant to relinquish temporal power to a living High Imperceptor. This caused grave internal problems within the church. Consequently, Bane was not entirely satisfied and has chosen not to reveal the dark ritual to any of his priesthood since 1010 DR. Before this date, records have revealed signs that at least 35 Baneliches were "born," and the deaths of only 10 have been documented.