T'liz

An undying life-draining wizard who outlived its own body, walking among the living as a pale scholar while its touch tears away life levels and its minions fill its laboratories.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr

Appearance

A t'liz is a life-draining wizard whose spirit refused to die with its flesh. It looks much as it did in life, apart from very pale skin and a body that slowly wastes until it is merely average in build, letting it pass unnoticed in mortal company. It must coat itself in oils and preparations to keep from decaying and must feast on living energy to keep going. It casts neither reflection nor shadow and moves without a sound, which can give it away.

Combat

A t'liz prefers to let spells and servants do the fighting, but it is dangerous up close too, always possessing exceptional Strength with the matching combat bonuses. Because it exists at once in the Prime Material and on the Negative Material Plane, it drains 2 life levels with the touch of a bare hand, taking the hit points, combat ability and spellcasting tied to those levels, which return only through restoration or by earning them again. Anyone slain this way rises as a wraith of the desert world under its direct command, and only a special quest by his friends can save him.

Its aura of fear forces all who see it to save vs. spell at -3 or be frightened; the effect is negated by remove fear, cloak of bravery or comparable spells. Only magical weapons of +1 or better, monsters of at least 8 HD, or beings with innate magic can wound it. It regenerates 2 hit points per round, and dropping it to 0 hit points is not enough: it must be burned and the ashes scattered. It is immune to sleep, charm, hold, poison and paralysis, and takes half damage from cold and electricity.

T'lizes keep all their spellcasting and continue to study, ranging from 18th to 30th level, and command undead as a priest of the same level. Raise dead deals 6-36 points of damage, halved on a successful save vs. spell. They cannot enter ground consecrated to a good alignment. They see perfectly in darkness, but in bright sunlight they suffer -4 on attack rolls and cannot focus enough to cast spells.

Habitat and Society

They usually lair underground near graveyards and other places of death, believing their necromancy works best there and glad to be cut off from the living they despise. Large undead retinues guard their lairs, fetch living subjects for experiments and supply their studies.

A t'liz hates its own kind at least as much as the living, waging feuds that last centuries and pitting its undead servants against a rival's out of spite or boredom. It deals with the living only to advance some private scheme, dabbling in trade and politics when its hidden hand can bring them hardship.

Ecology

T'lizes skulk through the darkest hours with no place in the living world, wholly evil and bent on their own designs. Animals near one grow nervous, cry out in alarm and flee if they can. They hold great stores of magical lore and history for reckless power-seekers, but no bargain with one can be trusted, however small.

More: Monsters starting with T · Dark Sun monsters · All monsters A-Z

Statistics

Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleNight or darkness
DietSee below
IntelligenceSupra-genius (19-20)
TreasureF,T×2
AlignmentAny evil
No. Appearing1
Armor ClassAs in life, or 3
Movement12
Hit DiceAs in life +4 hp per HD, minimum 13 HD
THAC07
No. of Attacks1 or 2
Damage/Attack1d6+6 or by weapon plus bonus
Special AttacksEnergy drain (see below)
Special Defenses+1 or better magical weapon
Magic ResistanceNil
SizeM (6' tall)
MoraleFanatic (17-18)
XP Value10,000 + 2,000 per HD over 13