Well as it happens, we transform at whatever speed we want. Unfortunately it wasn't really in the budget to have a boss room where our dragon form could fit- such things cost more money than a boss of our caliber would have for a long, long, time. Not to mention the incredibly nasty effects of Black Arrows...
Now then. We must make certain our body is- yup, it's fine. Wait. Fine? There should at least be a few cuts... (roll) well. That's a pain- we unconsciously absorbed the life essence of all the undead in our base, making the heroes' time a lot easier on the way out. Oh well... another pain- we can't remember the location and type of traps in our own base. Those that weren't disabled by the heroes could be a danger to us.
(d20 system established.)
We walk towards the treasury door, sidestepping a few chunks of rubble. All those focused Plot Armor Breaker glyphs- gone. We allow ourselves a moment of anger. Then it's on to more practical concerns. We come to the shattered metal door that leads into our treasury. (roll the random-org thing loves you) Ah... we remember...
Glyph of Hardening/Durability learnt!
We walk into the treasury. Well. So much for our thoughts of treasure being left. Our vault was well warded and defended- and possibly trapped- but the heroes had Bags of Looting. (roll) Argh. We nearly had that memory. Oh well- wait-... this angers us. The heroes have carved something into your wonderful glyph-powered marble wall: "Boldbold, Sylvis, and Ragnor waz here!" This is an insult. There is an empty healing potion bottle on the floor, as well as a single gold piece. We think that might be deliberate.
Everything snaps into place.
> Add CommandBismuth the Rotten
Male Dracolich
Full Health.
90/100 Mana.
We are in Human Lich Form.
Inventory:
-Lich Robe
-Obsidian Carving Dagger
Raise Dead: Raises an undead servant. DC 14, Mana Cost 10.
Necromantic Bolt: Fires a bolt of necromantic energy. DC 10, Mana Cost 5.
Telekinetic Blood Focus: Creates a focus out of blood that can temporarily be used to move things with telekinesis. DC 14, Mana Cost 20.
Blood Healing Circle: Creates a circle of blood that heals anything within slowly. DC 18, Mana Cost 50.
Glyph of Warding: This glyph repels hostiles. In a circle or a line, they are more effective. DC 12, Mana Cost 5.
Glyph of Explosion: This glyph infuses energy into whatever it is carved into. Once there is a large amount of energy within it explodes. DC 14, Mana Cost 20.
Glyph of Hardening/Durability: This glyph hardens and generally makes tougher whatever it is carved into. DC 12, Mana Cost 15.
DRAGON SHIFT: What we might expect. DC 16, Mana Cost 60.
+4 Necromancy
+3 Blood Magic
+3 Glyph Magic
+3 Knowledge
((Please inform me if anything about my newly established system seems off to you.))