The group then attacked Cliff Hold and killed many of its inhabitants. Unfortunately some of them escaped and using the power of the Great Fane they were able to give the Green Adept back a semblance of life using foul rituals and calling upon powerful evil beings. Unknown to the inhabitants of Kinergh the evil forces have regained some of their strength and now have some even more powerful magics and allies to assist them in their plans.
The Green Adept himself has returned to life in the form of a Larva Mage, a foul undead being of considerable power. In addition he retains much of his original arcane might and has added some new powers. Even so his physical form is weaker than it was before death and his undead status means he is vulnerable to certain types of magic.
Undeath has also given the Green Adept a somewhat different perspective. While he is no less determined to conquer Kinergh and rule over as much of Erithnoi as he can he is more inclined to act slowly and methodically by rebuilding his power and strengthening his control over his allies.
Initiative +13 Senses Perception +12
HP 304; Bloodied 152
AC 35; Fortitude 30, Reflex 33, Will 27
Immune disease, poison; Resist 10 necrotic; takes half damage from melee and ranged attacks; Vulnerable 10 radiant, 10 against close and area attacks
Saving Throws +2
Speed 6
Action Points 1
Corrupting Touch (standard, at-will)
Necrotic
+24 vs Fortitude; 2d6+5 necrotic damage.
Horrific Visage (minor, recharge
)
Fear
Ranged 10; +24 vs Will; the target cannot attack the larva mage until the end of its next turn and is immobilized (save ends).
Ray of Cold Death (standard, at-will)
Cold, Necrotic
Ranged 20; +26 vs AC; 2d8+8 cold and necrotic damage, or 4d8 + 8 cold and necrotic damage if the target is bloodied.
Worm’s Feast (standard, recharge
)
Illusion
Ranged 5; the target is tricked into believing that worms are devouring its flesh; +26 vs Will; 4d10+8 damage. If this damage doesn’t reduce the target to 0 hit points, the target takes no damage but is stunned until the end of its next turn.
Withering Flame (standard, at-will)
Fire, Necrotic
Area burst 1 within 20; +24 vs Reflex; 2d6+8 fire and necrotic damage.
Squeezing Swarm
By altering its shape, a larva mage can squeeze through small openings as if it were a Tiny creature.
Alignment Evil Languages Common
Skills Arcana +23, History +23, Religion +23
Str 14 (+12) Dex 16 (+13) Wis 14 (+12)
Con 20 (+15) Int 26 (+18) Cha 15 (+12)
Copyright © 2022 Tod G. Harter. All rights reserved. No unauthorized distribution without the express written permission of the copyright holder. This document was prepared using Hairball version 0.5.1 on 2022-02-26 License