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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