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Elder Evils

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CHAPTER 9<br />

THE WORM<br />

THAT WALKS<br />

Illus. by E. Widermann<br />

132<br />

Edwin Tolstoff<br />

USING EDWIN<br />

Edwin begins the campaign tucked away in a vault of his own,<br />

buried alive by his terrified daughter. Until Edwin is released,<br />

he is no threat, though he can be a source of information<br />

about Kyuss and the threat to the world.<br />

As the campaign progresses, Edwin should escape—by<br />

his grandchildren’s assistance or the Herald’s. He sets out to<br />

find what he needs to free Kyuss, scouring the repositories<br />

for clues. His unsettling nature and ability to discorporate<br />

make Edwin a great recurring villain.<br />

DESCRIPTION<br />

Nothing remains of the body to which Edwin was born;<br />

meat and bone were stripped away long ago by a ravenous<br />

swarm of worms sent by his master. In no way did Edwin<br />

expect this unfortunate turn, and he strove to conceal himself<br />

for as long as he could. But the trail of cast-off worms<br />

made his affliction too obvious to ignore. This affectation to<br />

hide his body continues still, and he goes to great lengths to<br />

resume the life he once led, donning heavy hooded robes,<br />

a mask, and an arsenal of magic items to protect himself<br />

from discovery.<br />

Edwin Tolstoff CR 19<br />

hp 155 (16 HD)<br />

Male lesser worm that walks human necromancer 3/cleric<br />

3/true necromancer LM 10<br />

NE Medium aberration (augmented humanoid)<br />

Init +4; Senses blindsight 100 ft., darkvision 60 ft.; Listen<br />

+14, Spot +4<br />

Aura major desecration (90 ft.)<br />

Languages Abyssal, Aquan, Common, Draconic, Terran<br />

AC 36, touch 27, flat-footed 32<br />

SR 25<br />

Fort +14, Ref +11, Will +19<br />

Speed 30 ft. (6 squares), burrow 15 ft.<br />

Melee slam +12 (1d6+2)<br />

Base Atk +8; Grp +10<br />

Atk Options Chosen of Evil (+5 bonus), worm-smite (+12<br />

melee touch)<br />

Special Actions Deformity (parasite), cursed glance, death<br />

touch 1/day (+12 melee touch, 3d6), discorporate, frightful<br />

presence, rebuke undead 6/day (+5, 2d6+16, 16th)<br />

Combat Gear staff of necromancy (10 charges), wand of bear’s<br />

endurance (10 charges)<br />

Cleric Spells Prepared (CL 11th, 1d20+15 to overcome SR):<br />

6th—mislead D (DC 20), word of recall<br />

5th—crawling darkness SC (attack modifier +12), slay<br />

living D (CL 14th, +12 melee touch, DC 20), summon<br />

undead V SC (CL 14th)<br />

4th—air walk, confusion D (DC 18), freedom of movement,<br />

negative energy aura SC (CL 14th), wrack (CL 14th, DC 19) SC<br />

3rd—clutch of Orcus (CL 14th, DC 18) SC , deeper darkness,<br />

dispel magic (2), nondetection D , unholy storm SC<br />

2nd—calm emotions (DC 16), death knell (CL 14th, DC<br />

17), eagle’s splendor, invisibility D , living undeath (CL<br />

14th) SC , sound burst (DC 16)<br />

1st—bane (DC 15), command (DC 15), deathwatch<br />

(CL 14th), disguise self D , divine favor, obscuring mist,<br />

sanctuary (DC 15)<br />

0—detect magic (4), read magic (2)<br />

D: Domain spell. Deity: Nerull. Domains: Death, Trickery<br />

Wizard Spells Prepared (CL 11th; prohibited schools abjuration<br />

and illusion; 1d20+15 to overcome SR):<br />

6th—disintegrate (2) (+12 ranged touch, DC 23), eyebite<br />

(CL 14th, DC 24)<br />

5th—feeblemind (DC 22), magic jar (CL 14th, DC 23),<br />

mind fog (DC 22), waves of fatigue (CL 14th)<br />

4th—confusion (DC 21), crushing despair (DC 21),<br />

enervation (2) (+12 ranged touch, CL 14th), fear (CL<br />

14th, DC 22)<br />

3rd—blink, clairaudience/clairvoyance, fly, lightning bolt<br />

(2) (DC 20), ray of exhaustion (CL 14th, +11 ranged<br />

touch), vampiric touch (CL 14th, +11 melee touch)<br />

2nd—blindness/deafness (CL 14th, DC 20), command<br />

undead (CL 14th, DC 20), death armor SC (CL 14th), false<br />

life (CL 14th), scorching ray (2) (+12 ranged touch) (2),<br />

spectral hand (CL 14th)<br />

1st—chill touch (+12 melee touch, CL 14th, DC<br />

19), expeditious retreat, magic missile (2), ray of<br />

enfeeblement (+12 melee touch, CL 14th), spirit worm SC<br />

(DC 19), true strike<br />

0—acid splash (+12 ranged touch), mage hand,<br />

prestidigitation, touch of fatigue (2) (+12 melee touch,<br />

CL 14th, DC 18)<br />

Spell-Like Abilities (CL 16th):<br />

3/day—giant vermin, infestation of maggots SC (+11<br />

melee touch, DC 16), insect plague, summon swarm<br />

(centipedes only)<br />

2/day—create undead (CL 19th)<br />

1/day—create greater undead (CL 19th), horrid wilting<br />

(CL 19th)<br />

Abilities Str 14, Dex 18, Con 21, Int 24, Wis 18, Cha 16<br />

SQ necromantic prowess +3<br />

Feats Chosen of Evil B , Combat Casting, Deformity (parasite) B ,<br />

Evil Brand B , Greater Spell Penetration, Scribe Scroll B ,

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