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Elder Evils

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CHAPTER 6<br />

PANDORYM<br />

84<br />

the caster gains 1d4 negative levels per round. For each<br />

negative level the caster gains, the mind shard heals 20<br />

hit points. The bond lasts for up to 10 rounds, or until the<br />

mind shard breaks it or the caster dies. A caster who receives<br />

as many negative levels as Hit Dice dies and rises<br />

as a dread wraith in the following round.<br />

A mind shard can have only one siphoning bond active<br />

at a time. Maintaining a bond requires no effort.<br />

Summon Undead (Su) Three times per day, a mind shard<br />

of Pandorym can summon one of the following undead<br />

groups: 2d4 allips, 1d3 ethereal oozes (Fiend Folio 63),<br />

2d4 quells (Libris Mortis 116), 1d6 wraiths, or 1d3 dread<br />

wraiths. The undead arrive in 1d4 rounds and serve for 24<br />

hours or until released.<br />

Vampiric Ego Whip (Su) As the ego whip power (DC 27), but<br />

requires only a swift action, and the mind shard regains<br />

2 power points per point of damage dealt. A mind shard<br />

can use this ability once every 1d4 rounds.<br />

Psionics (Ex) A mind shard of Pandorym can expend the<br />

equivalent of 20,000 XP on powers that have an XP cost.<br />

Anathematic Secrecy (Su) A mind shard of Pandorym is immune<br />

to all divine divination spell effects.<br />

Corporealize (Su) As a move action, a mind shard of Pandorym<br />

can materialize a part of itself into a corporeal<br />

form, usually a pseudopod or tentacle. The mind shard<br />

uses this ability to interact with the material world outside<br />

of combat—picking up or moving objects, opening<br />

doors, and so on. It corporealizes in combat only to move<br />

an item out of the reach of an enemy, to disarm a foe<br />

wielding a ghost touch weapon, or to otherwise remove<br />

something that can harm it. A mind shard can have up to<br />

twelve corporeal appendages in existence at one time.<br />

An opponent can make sunder attempts against an appendage<br />

as if it were a weapon. An appendage has 40 hit<br />

points and does not gain a deflection bonus to Armor<br />

Class (giving it an AC of 26). Severing the appendage<br />

deals 20 points of damage to the mind shard.<br />

Limited Existence (Ex) A mind shard of Pandorym exists for<br />

only 24 hours before evaporating. A mind shard reduced<br />

to 0 hit points immediately evaporates. A mind shard’s<br />

evaporation does not affect Pandorym’s mind in any way.<br />

Nondetection (Su) As the nondetection spell; continuous;<br />

caster level 20th.<br />

Nonlinear Time Awareness (Su) As a native of an alien reality,<br />

Pandorym senses the flow of time differently from how<br />

ordinary creatures do. This ability grants a mind shard of<br />

Pandorym an insight bonus to its Armor Class equal to its<br />

Intelligence modifi er (usually +12).<br />

Swift Focus (Ex) Three times per day, a mind shard of Pandorym<br />

can regain its psionic focus as a swift action. Doing<br />

so requires a DC 40 Concentration check.<br />

Telepathic Backlash (Su) Whenever a creature targets a mind<br />

shard of Pandorym with a telepathy power or an enchantment<br />

spell, the manifesting or casting creature must<br />

immediately make a DC 48 Will save. A creature that fails<br />

this save is affected as by a feeblemind spell (PH 229).<br />

LUCATHER MAJII<br />

“I have seen it, Tune. I have finally seen what gave the very gods<br />

pause. That which, through its calling, brought about the destruction<br />

of our ancestors. I have seen . . . the end of the world.”<br />

—Lucather Majii, loremaster pawn<br />

GOALS<br />

Lucather Majii’s greatest desire was to know the truth behind<br />

the destruction of his ancestors. He explored ever more<br />

ancient and mysterious ruins in search of clues. He used<br />

his powers of persuasion to convince or to trick people into<br />

divulging secrets he desired. The culmination of that search<br />

was discovering the prison of Pandorym’s mind, but the<br />

experience stripped him of his life and free will. His mind<br />

was overwhelmed by the elder evil’s crushing power, which<br />

ripped his very soul from his body.<br />

Now an incorporeal pawn, Lucather Majii continues his<br />

obsessive search for knowledge on behalf of his alien master.<br />

He must now rely more than ever on his ability to manipulate<br />

others. He relentlessly hunts for anyone who has enough<br />

mental fortitude to withstand Pandorym’s consciousness<br />

long enough to free the entity’s psyche. More than a dozen<br />

unfortunate souls met their end in this way, many of them<br />

lingering as horrible undead. Lucather has now turned his<br />

malign intent toward one he is sure can pass the test—his<br />

own daughter. He hopes to lure her, along with other worthy<br />

creatures, into his newly claimed lair.<br />

Once Lucather secures the release of Pandorym’s mind<br />

from its crystalline prison, he intends to seek out the location<br />

of its nonbody. He does not realize that the unbound<br />

immensity of the quasi-living weapon’s mind will destroy<br />

him, completely and irrevocably.<br />

USING LUCATHER MAJII<br />

A master of several puppets, but little more than a marionette<br />

himself, Lucather works best as part of the final challenge in<br />

a campaign. Through his loyal if naïve daughter, he can draw<br />

the PCs to him once they have proven themselves.<br />

If Obligatum VII reaches the ruins above the crystalline<br />

prison complex, Lucather does everything he can to aid<br />

the kolyarut in accomplishing its goals. Attempts by PCs to<br />

stymie the creature within or near the ruins draw Lucather’s<br />

ire; he joins Obligatum VII as an ally in battle. See encounters<br />

6–2 and 6–3 for more about Lucather’s behavior when<br />

confronted in the prison complex.<br />

DESCRIPTION<br />

His encounter with the mind of Pandorym held unforeseen<br />

consequences for Lucather. In addition to stripping away his<br />

free will and instilling a hatred of divinity, constant contact<br />

with the crystalline prison also ripped his soul from his body.<br />

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PANDORYM WITHOUT PSIONICS<br />

The mind shard of Pandorym is an intensely powerful psionic<br />

being. If your campaign does not use psionics, treat the mind<br />

shard as a sorcerer focusing on enchantment spells.<br />

Replace vampiric ego whip with vampiric ray of enfeeblement,<br />

with the same restrictions on its use; the mind shard regains<br />

a spell slot of a level equal to one-half the points of Strength<br />

damage dealt. Its psi-like abilities and metapsionic feats become<br />

spell-like abilities and metamagic feats. Instead of swift focus,<br />

the mind shard has the extraordinary ability to apply metamagic<br />

feats it knows to its spells without increasing casting time.<br />

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