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Elder Evils

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CHAPTER 9<br />

THE WORM<br />

THAT WALKS<br />

134<br />

Herald of Kyuss CR 18<br />

hp 174 (18 HD); regeneration 4<br />

Male avolakia MM2 cleric 8<br />

NE Large aberration (shapechanger)<br />

Init +5; Senses darkvision 60 ft.; Listen +8, Spot +8<br />

Languages Avolakia, Common, Drow Sign Language, Terran,<br />

Undercommon (can speak only Avolakia unless he<br />

changes shape)<br />

AC 25, touch 20, flat-footed 20; Dodge<br />

Immune cold, disease, energy drain, paralysis<br />

Resist fi re 10; SR 21<br />

Fort +14, Ref +10, Will +21<br />

Speed 20 ft. (4 squares)<br />

Melee bite +18 (2d6+3 plus 1 vile plus poison) and<br />

8 claws +15 each (1d4+1)<br />

Space 10 ft.; Reach 10 ft.<br />

Base Atk +13; Grp +20<br />

Atk Options Combat Reflexes, Evil’s Blessing, poison (Fort<br />

DC 24, 1d6 Wis/2d6 Wis)<br />

Special Actions change shape, death touch (8d6), hypnotic<br />

voice, rebuke undead 15/day (+14, 2d6+20, 8th)<br />

Combat Gear metamagic rod of greater empowerment, scroll<br />

of protection from energy<br />

Cleric Spells Prepared (CL 8th):<br />

4th—confusion D (DC 22), dimensional anchor (+17 ranged<br />

touch), divine power, freedom of movement, sending<br />

3rd—bestow curse (+17 melee touch, DC 21), cure<br />

serious wounds, downdraft SC (DC 21), invisibility purge,<br />

nondetection D , prayer, slashing darkness SC<br />

2nd—bull’s strength, cure moderate wounds, desecrate,<br />

hold person (DC 20), invisibility D , lesser restoration,<br />

undetectable alignment<br />

1st—disguise self D , divine favor, entropic shield, fuse arms SC ,<br />

obscuring mist, sign SC , wave of grief SC (DC 19)<br />

0—guidance (3), resistance (3)<br />

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

Spell-Like Abilities (CL 14th):<br />

At will—chill touch (+17 melee touch, DC 23), detect<br />

magic, disrupt undead (+17 ranged touch), gentle<br />

repose, ghoul touch (+17 melee touch, DC 24), halt<br />

undead (DC 25), mage hand, read magic, spectral hand<br />

12/day—quickened suggestion* (CL 10th, DC 25)<br />

3/day—animate dead, create undead, enervation (+17<br />

ranged touch), quickened vampiric touch (+17 melee<br />

touch)<br />

* This ability can be used only in humanoid form. An opponent<br />

in eye contact with the herald of Kyuss takes a –2<br />

penalty on the saving throw.<br />

Abilities Str 16, Dex 20, Con 20, Int 18, Wis 26, Cha 34<br />

SQ deflection aura<br />

Feats Combat Casting, Combat Reflexes, Dodge, Enemy of<br />

Good B , Evil Brand B , Evil’s Blessing B , Multiattack B , Quicken<br />

Spell-Like Ability (vampiric touch), Vile Natural Attack B<br />

(bite), Weapon Finesse<br />

Skills Bluff +33, Concentration +26, Diplomacy +29 (+31<br />

against evil creatures), Disguise +20 (+22 acting), Hide<br />

+9, Intimidate +27 (+29 against evil creatures), Knowledge<br />

(religion) +12, Sense Motive +21, Spellcraft +25<br />

Possessions combat gear plus bracers of armor +5, cloak of<br />

Charisma +6, periapt of Wisdom +6<br />

Change Shape (Su) The Herald of Kyuss can change shape<br />

into any humanoid form.<br />

Deflection Aura (Sp) The herald of Kyuss has a +6 deflection<br />

bonus to Armor Class.<br />

WORMCRAWL ISLAND<br />

The Worm that Walks is imprisoned within an obelisk at<br />

the heart of Wormcrawl Island, a remote place not found<br />

on any nautical chart, forgotten by all but the wisest sages<br />

and most despicable cultists. This island is wild and deadly,<br />

filled with monsters of incalculable horror and might,<br />

infested with the worst sorts of creatures imaginable. The<br />

people who entombed Kyuss here chose wisely, for none<br />

but the most courageous (or foolish) would dare explore<br />

the haunted jungles, brave the swarms of biting vermin,<br />

or contend with the monstrous threats contaminating<br />

the place.<br />

Through the ages, many have settled here, including<br />

savage humans, forest giants, and others. No settlement<br />

has survived the perils of the island, instead succumbing<br />

to beasts of the jungle, madness inspired by the obelisk,<br />

or violence committed against one another. Ruins filled<br />

with bones and rot testify to the carnage of the inhabitants’<br />

deaths.<br />

KEY FEATURES<br />

To an outsider, the island is like any other tropical paradise,<br />

with high, mist-shrouded peaks and lush jungles<br />

buzzing with life. The forest canopy is home to several<br />

varieties of monkeys, birds whose plumage runs the<br />

spectrum, all sorts of crawling insects, and, of course,<br />

worms. Beneath its breathtaking exterior lies rot, decay,<br />

and pulsing evil.<br />

Wormcrawl Island is about four miles in diameter. Two<br />

mountains dominate the terrain. The eastern mountain is<br />

older and covered by dense jungle, and the western peak is<br />

jagged, bare, and topped with a smoking crater.<br />

Runoff from the mountains drains down to the interior and<br />

gathers in a large freshwater lake (see area C). The lake feeds<br />

a river that cuts a path to the ocean. Gathering on the shores<br />

of the river is dense foliage consisting of thorny bushes, tall<br />

grasses, and odd flowers.<br />

The most notable feature of the island is at its center,<br />

where the Worm that Walks languishes in the prison<br />

of its obelisk. All around the 100-foot-tall spire is blood<br />

rock, stone infused with the blood of countless sacrifices.<br />

Spewing up from this stone are pools of slime infused with<br />

Kyuss’s pestilence.<br />

The islet rises in the center of a sea of hot tar. Great bubbles<br />

rise from its depths to burst and release poisonous fumes that<br />

waft across the shores and fill the air with toxins.<br />

DEFENSES<br />

The island is home to numerous creatures—undead and<br />

aberrations mostly—but there are all sorts of vermin,<br />

magical beasts, and other predators as well. Although these<br />

threats are many and varied, characters of a level likely to<br />

be exploring this place should be more than a match for<br />

such creatures.<br />

The PCs’ arrival does not, however, go unnoticed, and<br />

a powerful guardian responds to their presence. Every 10<br />

minutes the PCs explore the island, there’s a 10% chance the<br />

characters attract a century worm set here to ensure that no<br />

interlopers awaken the Worm that Walks.

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