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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 ,