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CHAPTER 10<br />
ZARGON<br />
148<br />
Divine Enervation (Su) All divine spellcasters lose the ability<br />
to regain spells so long as they remain within 100<br />
miles of Zargon. This interdiction does not interfere<br />
with spellcasting.<br />
Spew Slime (Ex) Once every 5 rounds, Zargon spews a<br />
60-foot cone of brown slime as a swift action. All living<br />
creatures within the area take 10d6 points of acid damage<br />
(Reflex DC 30 half). Creatures damaged must succeed on<br />
DC 30 Fortitude saves or become polluted (see above).<br />
Summon Ooze (Sp) Automatically summon 1d4+1 corruptures<br />
(see page 158); 3/day; caster level 18th.<br />
This ability is the equivalent of an 8th-level spell.<br />
Horn (Ex) Zargon’s horn grants him regeneration 50 and<br />
a +6 resistance bonus on saving throws. Removing the<br />
horn requires a touch attack followed by a DC 39 Strength<br />
check, and doing so makes Zargon lose its benefi ts.<br />
The horn “regrows” Zargon after 1d4 days. The horn<br />
is destroyed if it is dropped into the Eye of Zargon, far below<br />
in the lost city, within one day of Zargon’s death.<br />
Anathematic Secrecy (Su) Zargon is immune to all divine<br />
divination spell effects.<br />
Nondetection (Su) As the nondetection spell; continuous;<br />
caster level 20th.<br />
Skills Zargon has a +8 racial bonus on any Swim check to<br />
perform some special action or avoid a hazard. He can<br />
always choose to take 10 on a Swim check, even if distracted<br />
or endangered. He can use the run action while<br />
swimming, provided he swims in a straight line.<br />
DORN<br />
“I tried to flee my heritage, yet no matter where I went the only<br />
choices I could make were to serve him. I have set aside my childish<br />
fears and have resigned myself to whatever end awaits me.”<br />
—Dorn, High Priest of Zargon<br />
Born in the subterranean city of Cynidicea, Dorn did<br />
everything in his power to escape his homeland, but his past<br />
dogged his steps. He swore his life to Juiblex, only to find that<br />
his demonic master sold him to Zargon. Now, with loyalties<br />
divided and madness filling his head, he has returned to the<br />
place of his birth, where he grimly awaits his destiny.<br />
GOALS<br />
Dorn doesn’t want to serve Zargon, but his master has commanded<br />
it. He must do as he was bidden, so he returned to the<br />
Lost City and the madness of his people. Soon after arriving,<br />
he met Vanessa, who convinced him to slay his father and<br />
take command of the cult. With the filthy deed done, Dorn<br />
is even more insane and secretly murders his people to quell<br />
the rage growing within him. Given the chance, Dorn would<br />
slay Zargon himself, but he knows such thoughts are mad.<br />
USING DORN<br />
Dorn should be a sympathetic character, an individual who<br />
has become a plaything for greater powers. This is not to say<br />
he isn’t capable of wickedness—indeed, by the end of the<br />
campaign, his hands should be very bloody—but the PCs<br />
should get the sense he could have been otherwise.<br />
Have the PCs meet Dorn early in the campaign, and<br />
perhaps even rescue him. Portray him in a way that suggests<br />
his innocence and earnestness. He might even be willing<br />
to accompany the characters on their adventures, but his<br />
lack of experience would make him a liability, so he’s sent<br />
on his way. When next they meet him, Dorn has endured<br />
many cruelties at the hands of the Faceless Lord’s cult, and<br />
any humanity in him has been ripped away by the profane<br />
rituals he endured.<br />
DESCRIPTION<br />
Dorn is a Cynidicean and has spent much of his life without<br />
ever seeing the sun. He is pale, with almost translucent skin.<br />
His hair is blond, bordering on white, and he has no pigment<br />
in his eyes, giving them a red cast. He flinches in bright light<br />
and burns and blisters when exposed to the sun.<br />
He carries the weight of Juiblex’s corruption. His flesh<br />
gives off a heavy stench. A thin membrane of slime covers<br />
his skin, and even if he washes it off, it returns. To others,<br />
his touch is painful, creating a faint burning sensation.<br />
Of course, he’s also crazy. He breaks into barking laughter<br />
at dreadful scenes of suffering and spews curses that cause<br />
all but the most hardened to shrink away in disgust. He can<br />
settle his evil impulses with the sight of blood, so he cuts<br />
himself to let the dribbling fluid coax him to sleep.<br />
Dorn CR 14<br />
hp 144 (14 HD)<br />
Male Cynidicean rogue 1/fighter 3/ranger 3/thrall of Juiblex BoVD 7<br />
CE Medium humanoid (human)<br />
Init +8; Senses low-light vision; Listen +12, Spot +8<br />
Aura sickening slime (5 ft., DC 23)<br />
Languages Common, Undercommon<br />
AC 21, touch 15, flat-footed 17<br />
Fort +16, Ref +15, Will +8<br />
Weakness light sensitivity<br />
Speed 35 ft. (7 squares)<br />
Melee +2 human bane rapier +20/+15/+10 (1d6+4/15–20 plus<br />
1 vile) or<br />
Melee +2 human bane rapier +18/+13/+8 (1d6+4/15–20 plus<br />
1 vile) and<br />
cold iron kukri +15 (1d4+1/18–20)<br />
Base Atk +13; Grp +15<br />
Atk Options Chosen of Evil (+3 bonus), Murderous Intent<br />
(DC 16), Thrall to Demon (+1 luck bonus when performing<br />
evil act 1/day), corrosive touch +2d6 acid, favored<br />
enemy humans +2, sneak attack +1d6<br />
Special Actions contagion, corrosive spew 1/day, polymorph,<br />
summon demon, summon ooze, summon pudding<br />
Combat Gear cape of the mountebank, elixir of hiding, elixir of<br />
sneaking, potion of cure moderate wounds, potion of sanctuary,<br />
potion of shield of faith +2<br />
Abilities Str 15, Dex 19, Con 20, Int 12, Wis 13, Cha 8<br />
SQ trapfi nding, wild empathy +2 (–2 magical beasts)<br />
Feats Ability Focus (corrosive spew), Chosen of Evil B ,<br />
Dash CW , Endurance B , Improved Critical (rapier), Improved<br />
Initiative, Murderous Intent B , Thrall to Demon B , Track B ,<br />
Two-Weapon Fighting B , Vile Martial Strike (rapier), Weapon<br />
Finesse B , Weapon Focus (rapier) B , Willing Deformity<br />
Skills Balance +8, Climb +9, Escape Artist +16, Hide +11,<br />
Intimidate +16, Jump +8, Knowledge (dungeoneering)<br />
+7, Knowledge (religion) +9, Listen +12, Move Silently<br />
+11, Search +5, Spot +8, Survival +7 (+9 underground),<br />
Tumble +10, Use Rope +4 (+6 bindings)<br />
Possessions combat gear plus +2 mithral shirt, +2 human<br />
bane rapier, cold iron kukri, ring of protection +1, amulet of<br />
health +2, gloves of Dexterity +2, dog mask