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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.