Exemplars of Evil
Exemplars of Evil
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.