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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)

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