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Father Llymic

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Llymic for the glory of the dark goddess. These individuals have set up camp near his prison, and although some have already been transformed, they still search for ways to free him.

In his true and unnatural form, Father Llymic looks like a cross between a gigantic crystalline praying mantis and a horrible demon, with two scythelike claws in place of arms. His head bears a trio of compound eyes above a gaping maw of fangs. The rest of his translucent body is covered in shards of crystal that form a deadly armor plating. When he moves, these plates grind and shatter against one another, with new ones endlessly taking their place. A cloud of freezing cold mist surrounds him, obscuring his alien bulk. While he is imprisoned, Father Llymic appears as a strangely colored stain deep beneath the surface of a great glacial fl ow. If he were to be dug out, it would take only a few days of darkness to revive him. Without such effort, it might take centuries for him to fi nd the strength to break free, and then only through the conversion of countless brood. Even dormant, however, Father Llymic has ways of influencing the world around him. His tendrils worm through the surface of the ice, so that any who stand directly above him are affected by his corruption. In addition, he can project an image—a shard of his dreaming mind—into the world around him. Father Llymic projects the illusory image of a wizened elf man, bent with age. Calm and inoffensive in appearance, the image’s clothes are ragged and worn. He walks with a staff and never makes any noise. This projection can be seen near Father Llymic’s tomb, beckoning explorers closer. Although the projection is slow of gait and never aggressive, it can never be caught. Whenever anyone draws too close, it steps out of sight, reappearing some distance away. If its targets refuse to follow it, the image grows agitated, appearing before them and silently screaming from a maw of razor-sharp ice fangs, then leaving to find other prey.

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Father Llymic CR 18

hp 360 (24 HD); dark healing 20; DR 10/epic CE Huge outsider (chaotic) Init +7; Senses blindsight 500 ft., darkvision 60 ft., true seeing;

Listen +30, Spot +30 Aura deadly chill (30 ft.) Languages Abyssal, Celestial, Infernal, Terran; telepathy 1,000 ft., tongues AC 31, touch 11, fl at-footed 28 Immune cold, anathematic secrecy (malefi c property), elder evil immunities (page 6) Resist acid 20, electricity 20, fi re 20; SR 30 Fort +21, Ref +17, Will +21 Weakness light torpor, sonic vulnerability Speed 50 ft. (10 squares), fl y 30 ft. (perfect); ice step Melee 2 claws +33 each (3d6+11/18–20/×3 plus 2d6 cold plus soul chill) and bite +31 (2d8+5 plus 2d6 cold plus soul chill) Space 15 ft.; Reach 15 ft. Base Atk +24; Grp +43 Atk Options Cleave, Combat Refl exes, Great Cleave, Improved

Sunder, Power Attack, augmented critical, soul chill Special Actions discord and woe (malefi c property, DC 30), brood seed, summon brood Spell-Like Abilities (CL 24th):

At will—cone of cold (DC 23), heightened deeper darkness, detect magic, dimension door, dispel magic, nightmare (DC 23), sleet storm, wall of ice 3/day—quickened cone of cold (DC 23), greater dispel magic, polar ray Abilities Str 32, Dex 17, Con 25, Int 20, Wis 17, Cha 26 SQ nondetection, sign (dead sun) Feats Cleave, Combat Refl exes, Epic WillELH, Great Cleave,

Improved Initiative, Improved Sunder, Multiattack, Power

Attack, Quicken Spell-Like Ability (cone of cold) Skills Bluff +35, Climb +38, Concentration +34, Diplomacy +43, Intimidate +39, Jump +46, Knowledge (arcana) +32,

Knowledge (the planes) +32, Listen +30, Move Silently +30, Search +32, Sense Motive +30, Spot +30 Dark Healing (Su) This ability functions like fast healing, but only when Father Llymic is in complete darkness or inside an area of darkness, deeper darkness, or a similar effect. True Seeing (Su) As the true seeing spell; continuous; caster level 20th. Deadly Chill (Su) The area around Father Llymic is incredibly cold. Anyone within 30 feet of Father Llymic takes 4d6 points of cold damage each round and gains one level of soul chill (see below). A DC 29 Fortitude save halves the damage and negates the soul chill. Tongues (Su) As the tongues spell; continuous; caster level 20th. Discord and Woe (Su) Each round as a standard action,

Father Llymic can force a creature within 100 miles to attempt a DC 30 Will save. An affected creature enters a barbarian rage (PH 25), attacking the closest creature and taking 1 point of vile damage per round until it is killed or the effect ends. The creature can attempt a new Will save each round to escape of the effect. Light Torpor (Ex) Father Llymic is extremely susceptible to light. When in the radiance of any natural or magical light, he is slowed (as the spell) with no save. Father

Llymic is considered undead when targeted by spells that deal damage based on light, such as searing light and sunburst. When exposed to actual sunlight, Father Llymic must make a successful DC 30 Fortitude save each round or slip into suspended animation (as the temporal stasis spell). This condition can be removed only by keeping Father Llymic in complete darkness for at least 1 round. Sonic Vulnerability (Ex) Father Llymic takes half again as much (+50%) damage as normal from sonic attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure. Ice Step (Ex) Father Llymic ignores all movement penalties associated with snow or ice on the ground. He always succeeds on Balance checks against effects caused by ice or spells or special abilities that have the cold descriptor. Augmented Critical (Ex) Father Llymic’s claws are extraordinarily sharp. They threaten a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. Father Llymic’s claws are not subject to effects such as keen edge that would further improve his threat range.

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