TEXT: LPJ9583
  3.5 SYSTEM COMPATIBLE
  FALLEN OF OBSIDIAN TWILIGHT: CALIX SABINUS
  
  - FALLEN OF OBSIDAN TWILIGHT: CALIX SABINUS -
  Calix Sabinus
  Wings spread, maw agape, sheathed in leather and gold and 
  spun from the blood of thousands stands Calix Sabinus, god-
  emperor of the undead lords, bringer of death, destroyer of 
  angels, a power before the cataclysm, a tyrant after.
  Background
  Calix Sabinus was born before the cataclysm to a family 
  of minor nobles in the city of Aos on the island of Kathar, 
  capital of the Xeres islands, now the Xeres mountains. An 
  unremarkable third son, marked only by his above average 
  intelligence, Calix was educated at his father’s expense 
  with a mind to pawning him off upon the priesthood at a 
  later date, though religion was – by no means – to Calix’s 
  interests.
  Rebelling against his father’s intentions Calix fell in with 
  a bad crowd of younger second and third sons from other 
  noble families and neglected his lessons, preferring to 
  spend his time drinking, carousing and getting fascinated 
  with these noble scions’ patronage of magicians, alchemists 
  and other workers of arcane magic.
  As a result of these early, fumbling explorations, Calix 
  scandalised his family by deciding on his own behalf to 
  engage in the study of arcane magic, rather than being 
  foisted off on the priesthood. As a result he was disinherited 
  and beggared, but he showed such a strong propensity for 
  magical ability that he was able to progress in the Collegiate 
  before this, too, he ruined for himself by intently studying 
  the forbidden practices of Necromancy.
  As a result of his illegal studies he was cast out of the colle-
  giate in disgrace and yet, despite his impoverishment – now 
  on two fronts – he continued to indulge himself, spending 
  money on credit at a fantastic rate, purchasing corpses to 
  experiment on and throwing himself into Aos drinking 
  holes and whorehouses with uncommon enthusiasm.
  It was during one of these sojourns into Aos’ underside that 
  he met Sabine, an alluring and sophisticated woman from 
  the distant northern islands. Calix was enchanted by her, but 
  more importantly for him she sponsored him financially and 
  made sure that his studies into necromancy could continue 
  unabated. She even supplied a great many rare tomes for 
  him to explore and understand all the greater the magic of 
  death.
  In time she revealed herself to him, she was a vampire and 
  she was sponsoring him to search for a cure to her condi-
  tion. He was torn, his studies had twisted his mind and 
  he had become obsessed by undeath and immortality and 
  here was the woman he loved, rejecting the very things he 
  sought. Their argument raged and she nearly killed him 
  before they parted company with his promise that he would 
  search for a cure.
  When she returned to him two years later he swore to 
  her that he had a means to return her to living, breathing 
  mortality and they renewed their relationship. Once he had 
  her in his laboratory however he showed the steely core 
  of treachery and self-interest that would serve him so well 
  in later years. He rendered her helpless with magics and 
  devices and used her blood to turn himself, becoming all 
  that he had ever wished to be before he destroyed her.
  Become a vampire Calix began to take revenge on those he 
  felt had slighted him, all compassion and empathy driven 
  out of him having destroyed the woman he loved in order to 
  gain eternal life. He cut a swathe through his noble house-
  hold of birth, killing his parents and his brothers and leaving 
  himself the only heir to the estates and the fortune which he 
  duly inherited before turning his ruthless attentions upon 
  the masters of the Collegiate.
  The cataclysm brought an end to his life in the shadows, 
  forcing him to move publicly as the skies burned, the ash 
  fell and the people he had been controlling as a puppeteer 
  began to die in droves. Calix found himself in the peculiar 
  position of working to preserve the lives of the people, 
  needing a steady supply of blood he used artefacts and 
  magic to raise legions of the undead and put them to work, 
  shoring up the city, tirelessly toiling the ground for what 
  meagre crops could be gathered and leading armies of the 
  dead against refugees, scavengers, bandits and rivals who 
  would threaten his lands.
  In time this lead him into direct conflict with the imperially 
  minded Asi Magnor and Calix Sabinus became an unlikely 
  ‘hero’ in the rebellion against Asi Magnor’s ambitions at 
  the head of an army of mortals and undead alike. Calix is a 
  cunning and deadly fighter but lacks the power and prowess 
  to take Asi Magnor’s armies on in a full frontal assault. 
  Realising this he switches to defensive tactics while he 
  completes his magical studies, finally emerging, his forces 
  beaten back almost to his stronghold, transformed for a 
  second time by magic, become the first and only vampiric 
  lich, all but as powerful as a god and annihilating Asi 
  Magnor’s forces and leading his desperate army to a final 
  victory.
  Since that victory Calix Sabinus has largely withdrawn, 
  with his brood, into his castle-laboratory in the mountain 
  city of Aos and has left the undead lords to squabble and 
  fight as they wish, concentrating his studies and efforts 
  upon his next transformation, whatever that might be…
  Calix Sabinus
  (Vampire Lich): CR 35
  Male Human Vampiric Lich, Aristocrat 2, Wizard 20, 
  Eldritch Knight 10
  LE Medium Undead
  
  - PAGE 3 -
  Init +7; Senses Darkvision 60 ft., Blindsight 70 ft. (life 
  sight); Perception +16
  Defense
  AC 26, Touch 17, Flat Footed 22 (+3 Dex, +1 Dodge, +6 
  Natural, +6 Armor)
  HP 291, Fast Healing 5
  Save Fort +13, Ref +10, Will +19
  Defensive Abilities Immune to all mind-affecting, death 
  disease, paralysis, poison, sleep and stunning effects. Not 
  subject to nonlethal damage, ability drain, or energy drain. 
  Immune to damage to physical ability scores as well as to 
  exhaustion and fatigue. Negative energy heals, rather than 
  harms. Immune to any effect that requires a Fortitude save. 
  Not at risk of death from massive damage, but immedi-
  ately destroyed when reduced to 0 hit points. Not affected 
  by raise dead and reincarnate spells or abilities. Does not 
  breathe, eat, or sleep. Channel resistance +4. DR 15/magic, 
  bludgeoning and silver. Immune to cold and electricity. 
  Fast healing 5. If reduced to 0 hit points in combat, he 
  assumes gaseous form and attempts to escape When Calix 
  is destroyed, his phylactery immediately begins to rebuild 
  his body nearby to its location.
  Weaknesses vampiric weaknesses.
  Offense
  Speed 30 ft.
  Melee The Burning Blade +25/+15/+10 (2d4+1d6+5 base 
  plus 3d10 on critical strikes), or slam (1d8+16 + Energy 
  Drain)
  Special Attacks Grave touch, spell critical, blood drain, 
  fear aura, paralyzing touch, children of the night, create 
  spawn, dominate (DC 30), energy drain (DC 30, 2 
  Levels).
  Wizard Spells Known (Calix Sabinus has access to all 
  spells available in the campaign, CL 30, +24 ranged 
  touch)
  9th (4/day) - Meteor Swarm x4.
  8th (4/day) - Create Greater Undead x4.
  7th (5/day) - Control Undead x3, Finger of Death x2.
  6th (5/day) - Create Undead x4, Undeath to Death.
  5th (5/day) - Cone of Cold x3, Wall of Force x2.
  4th (5/day) - Animate Dead x5.
  3rd (6/day) -  Gentle Repose, Halt Undead, Ray of 
  Exhaustion, Fireball x2, Wind Wall.
  2nd (6/day) -  Blindness/Deafness, False Life, Ghoul 
  Touch, Spectral Hand, Darkness, Gust of 
  Wind.
  1st (6/day) -  Chill Touch, Ray of Enfeeblement, Burning 
  Hands, Charm Person, Magic Missile x2.
  0 (4/day) -  Bleed, Disrupt Undead, Ray of Frost. Touch of 
  Fatigue.
  Statistics
  Str 18 , Dex 16, Con -, Int 25, Wis 21, Cha 18
  Base Atk +21/+11/+6 CMB +25 CMD 38
  Feats Alertness, Arcane Armor Mastery, Arcane Armor 
  Training, Arcane Strike, Brew Potion, Combat Casting, 
  Combat Reflexes, Command Undead, Craft Magic Arms 
  and Armor, Craft Rod, Craft Staff, Craft Wand, Craft 
  Wondrous Item, Critical Focus, Deceitful, Disruptive, 
  Dodge, Empower Spell, Enlarge Spell, Eschew Materials, 
  Extend Spell, Forge Ring, Great Fortitude, Heighten Spell, 
  Improved Counterspell, Improved Initiative, Intimidating 
  Prowess, Iron Will, Leadership, Lightning Reflexes, 
  Maximise Spell, Persuasive, Scribe Scroll, Toughness.
  Skills Appraise +21, Bluff +22, Climb +20, Craft (Alchemy) 
  +23, Craft (Armor) +23, Craft (Jewelery) +23, Craft 
  (Weapons) +23, Diplomacy +5, Disguise +8, Fly +17/22, 
  Intimidate +9, Knowledge (arcana) +31, Knowledge 
  (history) +21, Knowledge (nobility) +23, Knowledge 
  (planes) +21, Knowledge (religion) +21, Linguistics +31, 
  Perception +16, Ride +16, Sense Motive +24, Spellcraft 
  +31, Stealth +11/16, Swim +16.
  Languages Common, Celestial, Infernal, Elven, Dwarven, 
  Draconic.
  SQ Arcane bond (gold chain), arcane school (Necromancy, 
  opposition schools Transmutation and Illusion), life sight, 
  diverse training, change shape (dire bat or wolf, beast 
  shape II), gaseous form, shadowless, spider climb.
  Equipment Shadow Harness of Smoke and Flame, 
  Figurine of Wondrous Power - Carrion Fly, Fallen Angel 
  Wings, The Burning Blade, The Undying Eye, Staff of 
  Charming, +4 dagger.
  Class Features:
   •  Arcane Bond (Ex or Sp): Calix is bonded to the golden 
  Chain of Authority that once marked his father and, 
  briefly, his older brother as head of House Sabinus.
   •  Arcane School: Calix Sabinus is a member of the 
  Necromancy school of magic and as such has Power 
  over Undead (Su), giving him Command Undead as a 
  bonus feat, usable 7 times a day. His opposition schools 
  are Transmutation and Illusion.
   •  Grave Touch (Sp): As a standard action, Calix may 
  make a melee touch attack that causes a living creature 
  to become shaken for 15 rounds. If he touches a shaken 
  creature with this ability, it becomes frightened for 1 
  round if it has fewer than 30 Hit Dice. He can use this 
  ability 10 times per day.
   •  Life Sight (Su): Calix has blindsight to a range of 70 
  feet, usable for 30 rounds per day This ability only 
  allows him to detect living and undead creatures. This 
  sight also tells him whether a creature is living or 
  undead. Constructs and other creatures that are neither 
  living nor undead (such as Harrowed) cannot be seen 
  with this ability.
   •  Spell Critical (Su): Whenever Calix successfully 
  confirms a critical hit he can cast a spell as a swift 
  action. The spell must include the target of the attack 
  as one of its targets or in its area of effect. Casting this 
  spell does not provoke an attack of opportunity.
  
  - FALLEN OF OBSIDAN TWILIGHT: CALIX SABINUS -
   •  Proficient with simple and martial weapons, all armor 
  and shields.
  Special Features
   • Proficient with natural weapons. 
   • Undead do not breathe, eat, or sleep.
   •  If reduced to 0 hit points in combat, he assumes gaseous 
  form and attempts to escape. He must reach his coffin 
  home within 2 hours or be utterly destroyed. (He can 
  normally travel up to 9 miles in 2 hours.) Additional 
  damage dealt to a gaseous form has no effect. Once 
  at rest, Calix is helpless. He regains 1 hit point after 1 
  hour, then is no longer helpless and resumes healing at 
  the rate of 5 hit points per round.
   •  Rejuvenation (Su): When Calix is destroyed, his 
  phylactery (which is hidden in a safe place far from 
  where he chooses to dwell) immediately begins to 
  rebuild his body nearby. This process takes 1d10 days 
  – if the body is destroyed before that time passes, the 
  phylactery starts the process anew. After this time 
  passes he wakens fully healed (albeit without any gear 
  it left behind on its old body). Calix keeps his coffin 
  and his phylactery in two, separate, heavily fortified 
  dungeons on the furthest north and furthest south 
  mountaintops in the Xeres range.
   •  Calix has a slam attack that does 1d8+16 damage and 
  causes energy drain. His natural weapons are treated as 
  magic weapons for overcoming damage reduction. This 
  attack is infused with negative energy and can be used 
  to heal undead or, as a full-round action, Calix can use 
  the ability on himself to heal.
   •  Blood Drain (Su): Calix can suck blood from a 
  grappled opponent; if he establishes or maintains a 
  pin it drains blood, dealing 1d4 points of Constitution 
  damage. Calix heals 5 hit points or gains 5 temporary 
  hit points for 1 hour (up to a maximum number of 
  temporary hit points equal to his full normal hit points) 
  each round he drains blood.
   •  Fear Aura (Su): Creatures of less than 5 HD in a 60-
  foot radius that look at Calix must succeed on a Will 
  save (DC 30) or become frightened. Creatures with 5 
  HD or more must succeed at a Will save or be shaken 
  for 32 rounds. A creature that successfully saves cannot 
  be affected again for 24 hours. This is a mind-affecting 
  fear effect.
   •  Paralyzing Touch (Su): Any living creature a Calix 
  hits with his touch attack must succeed on a Fortitude 
  save (DC 30) or be permanently paralyzed. Remove 
  paralysis or any spell that can remove a curse can free 
  the victim (see the bestow curse spell description, with 
  a DC of 30). The effect cannot be dispelled. Anyone 
  paralyzed seems dead, though a DC 20 Perception 
  check or a DC 15 Heal check reveals that the victim is 
  still alive.
   •  Children of the Night (Su): Once per day, Calix can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 
  wolves as a standard action. These creatures arrive in 
  2d6 rounds and serve him for up to 1 hour.
   •  Create Spawn (Su): Calix can create spawn out 
  of those he slays with blood drain or energy drain, 
  provided that the slain creature is humanoid. The victim 
  rises from death as a vampire in 1d4 days. This vampire 
  is under the command of Calix and remains enslaved 
  until his destruction. Calix may have enslaved spawn 
  totaling no more than 64; any spawn he creates that 
  would exceed this limit become free-willed undead. 
  Calix may free an enslaved spawn in order to enslave 
  a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again.
   •  Dominate (Su): Calix can crush a humanoid oppo-
  nent’s will as a standard action. Anyone he targets must 
  succeed on a Will save (DC 30) or fall instantly under 
  his influence, as though by a dominate person spell 
  (caster level 12th). The ability has a range of 30 feet. 
  Calix has learned to dominate other creature types, 
  such as animals, not just humanoids.
   •  Energy Drain (Su): A creature hit by Calix’s slam (or 
  other natural weapon) gains two negative levels. This 
  ability only triggers once per round, regardless of the 
  number of attacks he makes. 
   •  Change Shape (Su): Calix can use change shape to 
  assume the form of a dire bat or wolf, as beast shape 
  II.
   •  Gaseous Form (Su): As a standard action, Calix can 
  assume gaseous form at will (caster level 5th), but can 
  remain gaseous indefinitely and has a fly speed of 20 
  feet with perfect maneuverability.
   •  Shadowless (Ex): Calix casts no shadows and shows 
  no reflection in a mirror.
   •  Spider Climb (Ex): Calix can climb sheer surfaces as 
  though under the effects of a spider climb spell.
  Weaknesses
   •  Weaknesses: Calix cannot tolerate the strong odor of 
  garlic and will not enter an area laced with it.
   •  He recoils from mirrors or strongly presented holy 
  symbols. These things don’t harm him – they merely 
  keep it at bay. When recoiling he must stay at least 5 
  feet away from the mirror or holy symbol and cannot 
  touch or make melee attacks against that creature. 
  Holding him at bay takes a standard action. After 1 
  round he can overcome his revulsion of the object and 
  function normally each round he makes a DC 25 Will 
  save.
   •  Calix cannot enter a private home or dwelling unless 
  invited in by someone with the authority to do so. This 
  does not apply within his direct dominion, where every-
  thing belongs to him as its rightful and absolute lord 
  and there is no private property.
   •  Reducing Calix’s hit points to 0 or lower incapaci-
  tates him but doesn’t always destroy him. However, 
  certain attacks can slay him. Exposing him to direct 
  sunlight staggers him on the first round of exposure and 
  
  - PAGE 5 -
  destroys him on the second consecutive round of expo-
  sure if he does not escape (causing his phylactery to 
  begin reconstructing him). Each round of immersion in 
  running water inflicts damage on him equal to one-third 
  of his maximum hit points – if reduced to 0 hit points 
  in this manner he is destroyed (again, driven back to 
  his phylactery). Driving a wooden stake through his 
  helpless heart instantly slays him and prevents his 
  phylactery reforming him somewhere else (this is a 
  full-round action). However, he returns to life if the 
  stake is removed, unless the head is also severed and 
  anointed with holy water, which again, destroys him, 
  returning him to his phylactery to be renewed.
  Equipment
  Shadow Harness of Smoke and Flame: The strapping 
  and toughened leather forms a magical shield around Calix 
  Sabinus that deflects blows (+2) and absorbs 10 incoming 
  fire damage. It also wreathes the wearer in smoke and 
  shadow providing a +5 bonus to Stealth.
  Figurine of Wondrous Power, Carrion Fly: When 
  animated, the Carrion Fly is the size of a warhorse and has 
  all the statistics of a Pegasus but can make no attacks. The 
  item can be used three times per week for up to 12 hours 
  per use. When 12 hours have passed or when the command 
  word is spoken, the ebony fly again becomes a tiny statu-
  ette.
  Fallen Angel Wings: A pair of great bat wings have been 
  permanently implanted into Calix Sabinus’ back using dark 
  sorcery. Some even claim they are Zebadiah’s wings, torn 
  off and changed, preserved using necromancy. They can be 
  transformed into the appearance of a cloak of black feathers 
  or activated and spread as great bat wings.  When activated 
  Calix is empowered to fly with a speed of 60 feet (average 
  maneuverability) with a +5 competence bonus on Fly skill 
  checks.
  The Burning Blade: A scythe, crafted from a single piece 
  of obsidian and infused with necromantic energy, the 
  burning blade is a +1 magical weapon of flaming burst. It 
  does 2d4+1d6+1 base damage and an additional 3d10 points 
  of fire damage on a successful critical hit. Anyone slain by 
  The Burning Blade rises as a skeleton under the control of 
  the wielder, blasted black by the unnatural fire.
  The Undying Eye: In his fortress laboratory Calix main-
  tains a perfect sphere of necromantic obsidian, six feet in 
  diameter. In its depths he can scry at great distances with 
  almost undefeatable power. This us a Crystal Ball with see 
  invisibility, telepathy, true seeing and detect thoughts.
  Calix carries a Staff of Charming on the rare occasions he 
  holds court, an implicit threat and a way of keeping his 
  more recalcitrant minions in line. He keeps a +4 dagger as 
  a reserve weapon, in case The Burning Blade is taken from 
  him. 
  Written by James ‘Grim’ Desborough with Louis Porter Jr. 
  
  - FALLEN OF OBSIDAN TWILIGHT: CALIX SABINUS -
  
  O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
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  Fallen of Obisidian Twilight: Calix Sabinus, Copyright 2009, Louis Porter Jr. 
  Design, Inc.
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