Swords & Wizardry
Attacks: Hands 2x(2d4)
Saving Throw: 6
Special: Can throw balls of fire up to 2x per round
for 2d6 damage each
Challenge Level: 9 / 1,100 xp
Tunnels & Trolls
|Reid San Filippo|
Monster Rating: 80
Combat Dice: 9D6 +40
Special Damage: 3/ - Flaming Fists do an extra 5d6 damage
Far Away Land
HP: 25, AC: 1, ACT: 10
BRT: 2, DEX: 2, WIT: 4
Magic: Fire Beam 1d6+2
and here's the "fluff from the previous post:
The Failed Lich is pretty much what is says on the tin. When a high level wizard attempts to grab nigh infinite power and undying life, their chance for true success is minimal. Blinded by thoughts of what may happen they fail to take into account what probably will happen.
Burned to a cinder with their soul shredded and shared by devils and demons alike is a far better failure than ending up as a Failed Lich, so close to success that is now forever out of their grasp.
Unable to rest, forever seeking a state of existence denied to them, the Failed Lich is obsessed with extinguishing life. They hope that with every life they take they'll be closer to either Lichdom or oblivion, but their curse is that lives lost at their hands heal them by absorbing some of their victims souls.
If they are defeated, they will rise again in 1d6 days if their skull is not crushed under the heal of a hero. What defines a "hero" is open to much debate.
There are reasons the Failed Lich has different powers for each of the three systems, but that's the topic for a whole 'nother post ;)