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Elder Evils

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Skills Balance +22, Climb +28, Concentration<br />

+39, Escape Artist +50, Hide +42, Jump<br />

+28, Listen +54, Move Silently +50, Spellcraft<br />

+24, Use Rope +2 (+6 bindings)<br />

True Seeing (Su) As the true seeing spell; continuous;<br />

caster level 20th.<br />

Frightful Presence (Su) The Worm that Walks<br />

inspires terror whenever it uses its wormsmite.<br />

Affected creatures must succeed<br />

on a DC 30 Will save or become shaken,<br />

remaining so as long as they stay within 60<br />

feet of the Worm that Walks. A creature that<br />

saves cannot be affected by the Worm’s<br />

frightful presence for 24 hours.<br />

Tongues (Su) As the tongues spell; continuous;<br />

caster level 20th.<br />

Worm-Smite (Ex) Once every 5 rounds, the<br />

Worm that Walks can make a standard<br />

melee attack to deliver a worm-smite. A<br />

creature struck by this attack must succeed<br />

on a DC 33 Reflex save or become covered<br />

in ravenous worms. On the Worm’s next<br />

turn and every turn thereafter, the target<br />

takes 10d8 points of slashing damage as<br />

the worms consume the victim’s flesh and<br />

burrow into its organs. The worms remain<br />

until destroyed or removed—or until the<br />

target is slain, indicating the worms have<br />

devoured their victim.<br />

A target can use a full-round action to<br />

attempt to remove the worms. Escaping<br />

requires a DC 33 Reflex save. Rolling on the ground—and<br />

thus crushing the worms—provides a +2 circumstance bonus<br />

on the save. Dealing at least 20 points of fi re damage<br />

destroys the worms, but deals the same amount of damage<br />

to the victim as well. Conjuration (teleportation) spells<br />

or spell-like effects can also extricate the target from the<br />

worm-smite. The save DCs are Constitution-based.<br />

Constructs, elementals, oozes, and creatures of the<br />

incorporeal subtype are immune to this ability.<br />

Create Spawn (Su) A humanoid or monstrous humanoid of<br />

Medium or smaller size killed by the Worm that Walks<br />

rises after 1d4 rounds as a spawn of Kyuss (MM2 186)<br />

under the Worm’s control. It does not possess any of the<br />

abilities it had in life.<br />

Discorporate (Ex) As an immediate action, the Worm that<br />

Walks can discorporate, collapsing into a pile of slithering<br />

vermin. There’s one Fine worm (AC 20, 1 hp each) for<br />

each hit point the Worm that Walks possessed prior to discorporating.<br />

In the round it uses this ability, the worms fall<br />

to the ground, fi lling the Worm’s space. Unless each worm<br />

is destroyed within 1 round, the writhing worms burrow<br />

into the earth or slither away using the Worm’s various<br />

forms of movement. As long as any component vermin<br />

survives, the Worm that Walks can, within 24 hours, breed<br />

and create a new body to house its malicious essence.<br />

Summon Scion (Sp) The Worm that Walks can summon a<br />

scion of Kyuss (see page 140) up to three times per day.<br />

pqs<br />

SPAWN OF KYUSS<br />

Spawn of Kyuss are described in Monster Manual II. If you do<br />

not have this supplement, you can use zombies in their place,<br />

but give them the bestow worm ability (page 138).<br />

pqs<br />

The Worm that Walks<br />

This effect is the equivalent of an epic spell. The scion<br />

remains for up to 1 hour.<br />

Anathematic Secrecy (Su) The Worm that Walks is immune<br />

to all divine divination spell effects.<br />

Nondetection (Su) As the nondetection spell, always active;<br />

caster level 20th.<br />

Skills The Worm that Walks has a +20 racial bonus on Balance,<br />

Escape Artist, Hide, Listen, and Move Silently checks.<br />

EDWIN TOLSTOFF<br />

“Think I like this accursed form? No. I detest it. Through my service,<br />

I hope for only one outcome: freedom.”<br />

—Edwin Tolstoff<br />

When Edwin Tolstoff earned Kyuss’s favor, he also gained his<br />

new master’s form. Edwin is a mirror of Kyuss. He harbors<br />

great magical power within his body of wriggling vermin.<br />

GOALS<br />

Edwin Tolstoff was never satisfied with standard magical studies<br />

and turned toward darker pursuits, joining a secret cult of<br />

Nerull, god of death, and murdering colleagues to snatch their<br />

stores of mystical knowledge. His treachery and lust for learning<br />

earned the Worm’s attention and his new accursed form.<br />

Like many who bear the burden of service to an elder evil,<br />

Edwin wants escape, but his destiny was ever bound the<br />

moment he learned of Kyuss’s true nature. He believes the<br />

means to restore his form lies in the release of the Worm that<br />

Walks, though deep down he suspects even then he will find<br />

no release and will be absorbed into the greater being. Truly,<br />

he has nothing to lose, for either path leads to death.<br />

Illus. by Izzy<br />

CHAPTER 9<br />

THE WORM<br />

THAT WALKS<br />

131

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