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Exemplars of Evil

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CHAPTER 3<br />

EDGAR & KATARIN<br />

TOLSTOFF<br />

56<br />

Spawn <strong>of</strong> Kyuss MM2 CR 5<br />

hp 29 (4 HD); fast healing 5<br />

CE Medium undead<br />

Init –1; Senses darkvision 60 ft.; Listen +0, Spot +3<br />

Aura fear (40 ft., DC 14)<br />

AC 11, touch 9, flat-footed 11<br />

(–1 Dex, +2 natural)<br />

Immune undead immunities (MM 317)<br />

Resist +2 turn resistance<br />

Fort +1, Ref +0, Will +4<br />

Weakness curative transformation<br />

Speed 30 ft. (6 squares)<br />

Melee slam +6 (1d6+6 plus disease)<br />

Base Atk +2; Grp +6<br />

Atk Options create spawn<br />

Abilities Str 18, Dex 9, Con —, Int 6, Wis 11, Cha 15<br />

Feats Stealthy, Toughness<br />

Skills Hide +5, Jump +7, Listen +0, Move Silently +5, Spot +3<br />

Aura <strong>of</strong> Fear (Su) At the end <strong>of</strong> each <strong>of</strong> the spawn’s turns,<br />

creatures within 40 feet <strong>of</strong> it must succeed on a DC 14<br />

Will save or become panicked for 7 rounds. A creature<br />

that makes its save is immune to this particular spawn’s<br />

aura <strong>of</strong> fear for 24 hours.<br />

Curative Transformation (Ex) If a spawn <strong>of</strong> Kyuss is targeted by<br />

a remove curse or remove disease spell or similar magic, it is<br />

instantly transformed into a human zombie (MM 266).<br />

Create Spawn (Su) As an immediate action, whenever a<br />

spawn <strong>of</strong> Kyuss strikes an opponent with a slam attack,<br />

a melee touch attack, or a ranged touch attack out to 10<br />

feet, it can transfer a worm from its own body into that <strong>of</strong><br />

its opponent.<br />

Each worm is a Fine vermin with AC 10 and 1 hit point.<br />

It can be killed with normal damage or by the touch <strong>of</strong> silver.<br />

On the spawn’s next turn, the worm burrows into the<br />

host’s flesh. (Creatures that have a natural armor bonus<br />

<strong>of</strong> at least +5 are immune to this effect.) The worm makes<br />

its way toward the host’s brain, dealing 1 point <strong>of</strong> damage<br />

per round for 1d4+1 rounds. At the end <strong>of</strong> that period,<br />

the worm reaches the brain and starts dealing 1d2 points<br />

<strong>of</strong> Intelligence damage per round until it is killed or it<br />

slays the host (death occurs at 0 Intelligence). A Small,<br />

Medium, or Large creature slain in this way rises as a new<br />

spawn <strong>of</strong> Kyuss in 1d6+4 rounds. Larger creatures gain<br />

the zombie template instead. Newly created spawn are<br />

not under the control <strong>of</strong> their creator.<br />

While the worm is inside a host, crawling toward the<br />

brain, a remove curse or remove disease spell will kill it. In<br />

addition, a DC 20 Heal check will extract the worm and<br />

kill it. Finally, a dispel evil or neutralize poison spell will<br />

delay its progress toward the brain for 10d6 minutes.<br />

Once the worm has reached the brain, it can no longer be<br />

extracted or slowed. However, it can still be killed with a<br />

remove curse or remove disease spell.<br />

Disease (Su) Kyuss’s gift—slam, Fort DC 14, incubation<br />

period 1 day, damage 1d6 Con and 1d4 Wis. These effects<br />

manifest as rotting flesh and dementia. An afflicted<br />

creature derives half the normal benefi ts from natural<br />

and magical healing. A cure disease spell removes the<br />

affliction.<br />

6. Sitting Room: This room holds an oval arrangement<br />

<strong>of</strong> couches and chairs. The upholstery is full <strong>of</strong> black mold<br />

and reeks <strong>of</strong> mildew. A rotting carpet covers the floor and<br />

squelches underfoot. One bookcase is intact against the eastern<br />

wall, but bookworms devoured its contents long ago.<br />

7. Private Rooms: A short corridor leads to a cluster <strong>of</strong><br />

passages and doors. Behind the doors are private rooms<br />

containing beds, dressers, small rugs, writing desks, chamber<br />

pots, and an assortment <strong>of</strong> miscellaneous items including<br />

clothing, old papers, corpses, and dead rats.<br />

8. Guest Quarters: A narrow passage widens into a hallway<br />

here. Stuffed falcons, eagles, and ravens hang from the<br />

ceiling, arranged so that they appear to be flying. Doors on<br />

the south wall lead to a mixture <strong>of</strong> guest chambers, closets,<br />

and privies. A staircase on the west end <strong>of</strong> the hallway leads<br />

up to the second floor.<br />

Three corrupted warriors and a corrupted commander<br />

patrol the hall. For statistics, see tactical encounter 3–1<br />

(page 58).<br />

9. Turrets: The keep has three turrets that rise 50 feet into<br />

the air. Arrow slits pierce the exterior walls. Within each<br />

turret, a spiral staircase ascends to a large, open room with<br />

a conical ceiling.<br />

10. Archer Platforms: During its heyday, Tolst<strong>of</strong>f Keep<br />

employed nearly fifty guards. To protect the family, the baron<br />

installed archer platforms on the west and south walls, each<br />

about 8 feet <strong>of</strong>f the ground, to allow archers a good angle for<br />

firing arrows down at attackers. The platforms are enclosed,<br />

but careful listeners can hear the scurrying <strong>of</strong> rats beneath<br />

their feet (Listen DC 10).<br />

On the southern archer platform stands a corrupted human<br />

warrior, who will shoot at the PCs in tactical encounter 3–1 (see<br />

page 58) unless the party finds another way into the keep.<br />

11. Barracks and Armory: This cluster <strong>of</strong> rooms once<br />

housed the keep’s guards and their armory (the westernmost<br />

room in this block). The remaining guards still sleep here, as<br />

evidenced by the stink <strong>of</strong> sour milk and ammonia emanating<br />

from their befouled bedrolls. Anyone who makes a successful<br />

DC 15 Search check in a room has a 50% chance <strong>of</strong> turning<br />

up 1d12 gp.<br />

12. Storerooms and Cistern: These two rooms contain<br />

the keep’s food and water supply. The northern room holds<br />

a dozen kegs <strong>of</strong> beer and a well that drops to a cistern 30<br />

feet down. The southern room holds sacks <strong>of</strong> grains, dried<br />

vegetables and fruit, and other dry goods.<br />

13. Male Servants’ Quarters: These rooms once housed<br />

the keep’s male servants. Since they left soon after the death<br />

<strong>of</strong> Edgar and Katarin’s mother, the quarters have been empty<br />

for years.<br />

14. Female Servants’ Quarters: These rooms held the<br />

female servants. Like the male servants’ quarters, they are<br />

long abandoned.<br />

15. Antechamber: Thick rugs cover the floor <strong>of</strong> this<br />

chamber. Dozens <strong>of</strong> religious icons and symbols, representing<br />

deities <strong>of</strong> every alignment, sit on shelves that protrude<br />

from the walls at different heights all around the room.<br />

Light shines from a pair <strong>of</strong> floor candelabras laden with fat<br />

black candles that are wrapped in incense-soaked oils. The<br />

locked door on the northern wall leads to the chapel. The<br />

door can be opened with a successful DC 25 Open Lock<br />

check, or with the key found behind the secret door in the<br />

feast hall (area 4).<br />

Edgar preserves this room in the hope <strong>of</strong> absolving<br />

himself <strong>of</strong> the sin <strong>of</strong> matricide. He comes here once each<br />

day and lights fresh candles to keep the stench away from<br />

the icons.

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