Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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CHAPTER 8<br />
KASTYA ZURITH-<br />
MOVYA<br />
130<br />
Thus, rather than plunging the player characters into the<br />
thick <strong>of</strong> the plot, reveal the story gradually over the life <strong>of</strong><br />
the campaign. Early on, the adventures need not relate to<br />
the villain’s goals, but as the PCs plunder dungeons, defeat<br />
minor villains, and contend with the dark forces <strong>of</strong> the world,<br />
you can start to introduce elements <strong>of</strong> Kastya’s plan. As the<br />
characters reach higher levels, they can begin to deal with his<br />
lackeys and perhaps his minions as well, while undertaking<br />
missions that relate directly to his objectives.<br />
These guidelines assume that Kastya is a recurring villain<br />
within the campaign. If you would rather use him as a<br />
one-shot villain, just accelerate the plot and decide that he<br />
is close to completing his plans by the time the PCs confront<br />
him in his lair. To this end, consider adding a binder<br />
(see Tome <strong>of</strong> Magic) <strong>of</strong> at least 14th level to the encounters<br />
described in Bleak Hold, and designate a vessel that Kastya<br />
has chosen to host the summoned vestige; the latter might<br />
be an ally <strong>of</strong> the party or an NPC who has not previously<br />
been introduced.<br />
KASTYA ZURITH-MOVYA<br />
IN EBERRON<br />
From the githyanki city <strong>of</strong> Tu’narath, Kastya fled to the plane<br />
<strong>of</strong> Mabar, the Endless Night. There, he brokered an arrangement<br />
with the yugoloths—they would help him locate the<br />
elusive tooth <strong>of</strong> Acererak, and he would provide them with<br />
undead servants for their own inscrutable schemes. But the<br />
yugoloths are far from trustworthy, and they spend as much<br />
time hampering Kastya and his allies as they do helping them.<br />
The necromancer’s hands are tied, since the yugoloths have<br />
threatened to reveal his hidden lair to the lich-queen if he<br />
fails to make good on his promises.<br />
KASTYA ZURITH-MOVYA<br />
IN FAERÛN<br />
In his search for the tooth <strong>of</strong> Acererak, Kastya has inadvertently<br />
drawn the attention <strong>of</strong> Orcus, who rightly believes that the<br />
destruction <strong>of</strong> the tooth will create a conduit through which<br />
other vestiges might escape their torments. In no hurry to see<br />
Tenebrous restored, Orcus has forged a pact with Vlaakith and<br />
sends his demonic hordes to deal with Kastya’s renegades.<br />
APPEARANCE AND BEHAVIOR<br />
The Negative Energy Plane has not been kind to Kastya.<br />
Its energy has spiritually bolstered his undead body but<br />
rendered him physically emaciated, his parchment skin<br />
pulled taut over sharp bones. Also, the necromancer has<br />
become infested with a strange parasite, and his body crackles<br />
with the movement <strong>of</strong> undead mites crawling through the<br />
wreckage <strong>of</strong> his flesh.<br />
To conceal his hideous form, Kastya wears long, moldering<br />
white robes trimmed in crimson, with a cloak <strong>of</strong> a matching<br />
color. Around his slight waist is a wide belt made <strong>of</strong> interlocking<br />
brass plates; from these, he hangs pouches containing<br />
the components, dusts, stones, and runebones used in the<br />
performance <strong>of</strong> his dark arts.<br />
Although Kastya commits most <strong>of</strong> his time and attention<br />
to his plot against Vlaakith, he is easily distracted by magical<br />
study. The lich spends a portion <strong>of</strong> each day exploring Moil’s<br />
floating ruins, examining inscriptions and runes on the<br />
walls, delicately leafing through degenerating manuscripts,<br />
and performing vivisections on undead beings <strong>of</strong> his own<br />
creation to gain a deeper understanding <strong>of</strong> how negative<br />
energy animates the dead.<br />
For the most part, Kastya’s minions and lackeys are loyal,<br />
but some are growing concerned about his sanity (or lack<br />
there<strong>of</strong>). On many occasions, Albrathax and others have<br />
found him explaining necromantic theory to the mute<br />
zombies and skeletons that shuffle mindlessly about Bleak<br />
Hold. Kastya never seems to think that his behavior is strange,<br />
and claims that he speaks aloud to work through the difficult<br />
aspects <strong>of</strong> spellcraft.<br />
In truth, Kastya merely craves company. He is desperate for<br />
the camaraderie he enjoyed back in Tu’narath, and he <strong>of</strong>ten<br />
orders his minions to kidnap intelligent beings from the<br />
Material Plane for conversation. Such visitors to the floating<br />
tower are rarely talkative for long—the plane inexorably sucks<br />
away their life and turns them into twitching, lifeless husks.<br />
When they finally die, Kastya raises them as zombies to add<br />
to the countless walking corpses already in his service.<br />
Kastya Zurith-Movya CR 19<br />
hp 118 (15 HD); fast healing 3; DR 15/bludgeoning and<br />
magic<br />
Male evolved lich githyanki necromancer 5/master specialist<br />
LM 10<br />
CE Medium undead (augmented humanoid, extraplanar)<br />
Init +8; Senses darkvision 60 ft.; Listen +27, Spot +19<br />
Aura fear (60 ft., DC 25)<br />
Languages Celestial, Common, Draconic, Gith, Infernal,<br />
Undercommon<br />
AC 30, touch 17, flat-footed 26<br />
(+4 Dex, +6 armor, +3 deflection, +1 insight, +6 natural)<br />
Miss Chance 20% blur<br />
Immune cold, electricity, polymorph (except spells with a<br />
range <strong>of</strong> personal), mind-affecting spells and abilities,<br />
undead immunities<br />
Resist +4 turn resistance; SR 20<br />
Fort +4, Ref +8, Will +14; +8 against spells and spell-like effects<br />
Weakness undead vulnerabilities<br />
Speed 30 ft. (6 squares)<br />
Melee damaging touch +11 (1d8+5 negative energy plus<br />
paralysis)<br />
Base Atk +7; Grp +8<br />
Atk Options cursed glance 9/day, damaging touch, magic<br />
strike, paralyzing touch<br />
Special Actions major school esoterica, minor school esoterica<br />
Combat Gear 3 oils <strong>of</strong> inflict serious wounds, staff <strong>of</strong> necromancy<br />
(11 charges), wand <strong>of</strong> dispel magic (CL 10th, 10<br />
charges)<br />
Wizard Spells Prepared (CL 16th, prohibited schools evocation<br />
and illusion):<br />
8th—blackfire SC (CL 18th, +11 ranged touch, DC 29),<br />
horrid wilting (CL 18th, DC 29), Moilian blackfire SC<br />
(CL 18th, +11 ranged touch, +9d6 damage, DC 29),<br />
protection from spells†<br />
7th—avasculate SC (CL 18th, +11 ranged touch, DC 28),<br />
Moilian finger <strong>of</strong> death (CL 18th, +8d6, DC 28), greater<br />
teleport, limited wish, waves <strong>of</strong> exhaustion (CL 18th)<br />
6th—circle <strong>of</strong> death (CL 18th, DC 27), disintegrate (+11<br />
ranged touch), globe <strong>of</strong> invulnerability, greater dispel<br />
magic, mass suggestion (DC 25)<br />
5th—cloudkill (DC 24), dominate person (DC 24),<br />
feeblemind (DC 24), magic jar (CL 18th, DC 26),<br />
overland flight, wall <strong>of</strong> force, waves <strong>of</strong> fatigue (CL 18th)