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Elder Evils

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Spell Focus (necromancy), Spell Penetration, Tomb-Tainted<br />

Soul LM , Weapon Finesse, Willing Deformity B<br />

Skills Bluff +15, Concentration +24 (+28 casting defensively),<br />

Decipher Script +13, Diplomacy +5 (+7 against evil creatures),<br />

Disable Device +8, Disguise +3 (+5 acting), Escape<br />

Artist +14, Heal +17, Hide +16, Intimidate +8 (+10 against<br />

evil creatures), Knowledge (arcana) +26, Knowledge (history)<br />

+17, Knowledge (the planes) +13, Knowledge (religion)<br />

+26, Listen +14, Move Silently +14, Search +25, Spellcraft<br />

+28, Survival +14 (+16 on other planes, +16 following tracks)<br />

Possessions combat gear plus ring of protection +3, amulet of<br />

natural armor +3, bracers of armor +6, cloak of resistance<br />

+2, gloves of Dexterity +2, mask of Intellect +6, 2 pinches<br />

of diamond dust (50 gp) for nondetection, 2 flasks of unholy<br />

water for unholy storm, onyx (50 gp) for death armor,<br />

symbol of Nerull<br />

Spellbook spells prepared plus 0—all except abjuration<br />

and illusion; 1st—erase; 4th—animate dead, ice storm;<br />

5th—blight<br />

Major Desecration (Su) As the desecrate spell, extending out<br />

in a 90-foot radius, but affects only allied undead.<br />

Tomb-Tainted Soul Edwin is healed by negative energy and<br />

harmed by positive energy as though he were undead.<br />

Worm-Smite (Ex) Once every 5 rounds, Edwin can make a<br />

touch attack to deliver a worm-smite. A creature struck<br />

by this attack must succeed on a DC 22 Reflex save or<br />

become covered in ravenous worms. On Edwin’s next<br />

turn and every turn thereafter, the target takes 7d8 points<br />

of slashing damage as the worms consume the target’s<br />

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

destroyed or removed—or until the target is slain, indicating<br />

the worms have devoured their victim.<br />

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

remove the hungry worms. Escaping requires a DC 22<br />

Reflex save. Rolling on the ground—and thus crushing<br />

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

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

damage destroys the worms, but<br />

deals the same amount of damage<br />

to the victim as well. Conjuration<br />

(teleportation) spells or spell-like<br />

effects can also extricate the target<br />

from the worm-smite.<br />

Constructs, elementals,<br />

oozes, and creatures<br />

of the incorporeal subtype<br />

are immune to this ability.<br />

Cursed Glance (Sp) Seven<br />

times per day when a<br />

visible enemy within<br />

60 feet targets Edwin<br />

with an attack or spell,<br />

Edwin can, as an immediate<br />

action, force<br />

the opponent to make<br />

a DC 18 Will save or<br />

take a –2 penalty to AC<br />

and on saving throws<br />

for 1 round.<br />

Discorporate (Ex) As an<br />

immediate action,<br />

Edwin can discorporate,<br />

collapsing into a<br />

pile of slithering vermin.<br />

There’s one Fine worm<br />

(AC 20, 1 hp each) for<br />

each hit point Edwin<br />

The Herald of Kyuss<br />

possessed prior to discorporating. In the round when he<br />

uses this ability, the worms fall to the ground, fi lling his<br />

space. Unless each worm is destroyed within 1 round,<br />

the writhing worms burrow into the earth or slither away.<br />

As long as any component vermin survives, Edwin can,<br />

within 24 hours, breed and create a new body to house<br />

his malicious essence.<br />

Frightful Presence (Su) Edwin inspires terror whenever he<br />

uses his worm-smite ability. All creatures witnessing the<br />

attack must succeed on a DC 20 Will save or become<br />

shaken, remaining so as long as they remain within 60<br />

feet of Edwin. A creature saving against the frightful presence<br />

cannot be affected by Edwin’s frightful presence for<br />

24 hours.<br />

Skills Edwin has a +10 racial bonus on Escape Artist, Hide,<br />

Listen, Move Silently, and Survival checks.<br />

HERALD OF KYUSS<br />

“Behold, the great Worm stirs! Go out and spread the word, for he<br />

shall come and make worthy the unworthy, redeem the wicked,<br />

and purge the unclean.”<br />

—The Herald of Kyuss<br />

The Herald of Kyuss is the Worm’s high priest, prophet, and<br />

disciple. The Herald conceals his awful form behind many<br />

different masks. The Herald can be anyone and anywhere,<br />

watching and waiting for the moment to strike.<br />

GOALS<br />

As a devoted servant, the Herald seeks little else than to<br />

serve the pleasure of his master. It is enough for him to murder<br />

and devour—to spread unrest and violence in the<br />

Worm’s name. The Herald must often guess at<br />

his master’s wishes since Kyuss rarely deigns<br />

to communicate his wants, leaving the Herald<br />

to interpret the silence to the best of<br />

his ability.<br />

USING THE HERALD<br />

The Herald is a faceless enemy, a hidden<br />

threat to cause trouble for the player<br />

characters. Using his change shape ability,<br />

the Herald can masquerade as anyone,<br />

and can play the part of a trusted ally<br />

or a longtime companion. When<br />

the PCs seek out Wormcrawl<br />

Island, the Herald should accompany<br />

them, then betray them at<br />

their most desperate moment.<br />

DESCRIPTION<br />

Kyuss’s Herald prefers the<br />

form of a young, lithe woman,<br />

getting what he wants<br />

through seduction and deceit.<br />

His normal form is a<br />

disgusting blending of worm,<br />

octopus, and insect. The Herald<br />

is monstrous, but also quite clever.<br />

He speaks eloquently and<br />

has impeccable manners.<br />

Illus. by S. Srisuwan<br />

CHAPTER 9<br />

THE WORM<br />

THAT WALKS<br />

133

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