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Dorn

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Divine Enervation (Su) All divine spellcasters lose the ability to regain spells so long as they remain within 100 miles of Zargon. This interdiction does not interfere with spellcasting. Spew Slime (Ex) Once every 5 rounds, Zargon spews a 60-foot cone of brown slime as a swift action. All living creatures within the area take 10d6 points of acid damage (Refl ex DC 30 half). Creatures damaged must succeed on

DC 30 Fortitude saves or become polluted (see above). Summon Ooze (Sp) Automatically summon 1d4+1 corruptures (see page 158); 3/day; caster level 18th. This ability is the equivalent of an 8th-level spell. Horn (Ex) Zargon’s horn grants him regeneration 50 and a +6 resistance bonus on saving throws. Removing the horn requires a touch attack followed by a DC 39 Strength check, and doing so makes Zargon lose its benefi ts. The horn “regrows” Zargon after 1d4 days. The horn is destroyed if it is dropped into the Eye of Zargon, far below in the lost city, within one day of Zargon’s death. Anathematic Secrecy (Su) Zargon is immune to all divine divination spell effects. Nondetection (Su) As the nondetection spell; continuous; caster level 20th. Skills Zargon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

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“I tried to fl ee my heritage, yet no matter where I went the only choices I could make were to serve him. I have set aside my childish fears and have resigned myself to whatever end awaits me.” —Dorn, High Priest of Zargon

Born in the subterranean city of Cynidicea, Dorn did everything in his power to escape his homeland, but his past dogged his steps. He swore his life to Juiblex, only to fi nd that his demonic master sold him to Zargon. Now, with loyalties divided and madness fi lling his head, he has returned to the place of his birth, where he grimly awaits his destiny.

GOALS

Dorn doesn’t want to serve Zargon, but his master has commanded it. He must do as he was bidden, so he returned to the Lost City and the madness of his people. Soon after arriving, he met Vanessa, who convinced him to slay his father and take command of the cult. With the fi lthy deed done, Dorn is even more insane and secretly murders his people to quell the rage growing within him. Given the chance, Dorn would slay Zargon himself, but he knows such thoughts are mad.

USING DORN

Dorn should be a sympathetic character, an individual who has become a plaything for greater powers. This is not to say he isn’t capable of wickedness—indeed, by the end of the campaign, his hands should be very bloody—but the PCs should get the sense he could have been otherwise. Have the PCs meet Dorn early in the campaign, and perhaps even rescue him. Portray him in a way that suggests his innocence and earnestness. He might even be willing to accompany the characters on their adventures, but his lack of experience would make him a liability, so he’s sent on his way. When next they meet him, Dorn has endured many cruelties at the hands of the Faceless Lord’s cult, and any humanity in him has been ripped away by the profane rituals he endured.

DESCRIPTION

Dorn is a Cynidicean and has spent much of his life without ever seeing the sun. He is pale, with almost translucent skin. His hair is blond, bordering on white, and he has no pigment in his eyes, giving them a red cast. He fl inches in bright light and burns and blisters when exposed to the sun. He carries the weight of Juiblex’s corruption. His fl esh gives off a heavy stench. A thin membrane of slime covers his skin, and even if he washes it off, it returns. To others, his touch is painful, creating a faint burning sensation. Of course, he’s also crazy. He breaks into barking laughter at dreadful scenes of suffering and spews curses that cause all but the most hardened to shrink away in disgust. He can settle his evil impulses with the sight of blood, so he cuts himself to let the dribbling fl uid coax him to sleep.

Dorn CR 14

hp 144 (14 HD) Male Cynidicean rogue 1/fi ghter 3/ranger 3/thrall of JuiblexBoVD 7 CE Medium humanoid (human) Init +8; Senses low-light vision; Listen +12, Spot +8 Aura sickening slime (5 ft., DC 23) Languages Common, Undercommon AC 21, touch 15, fl at-footed 17 Fort +16, Ref +15, Will +8 Weakness light sensitivity Speed 35 ft. (7 squares) Melee +2 human bane rapier +20/+15/+10 (1d6+4/15–20 plus 1 vile) or Melee +2 human bane rapier +18/+13/+8 (1d6+4/15–20 plus 1 vile) and cold iron kukri +15 (1d4+1/18–20) Base Atk +13; Grp +15 Atk Options Chosen of Evil (+3 bonus), Murderous Intent (DC 16), Thrall to Demon (+1 luck bonus when performing evil act 1/day), corrosive touch +2d6 acid, favored enemy humans +2, sneak attack +1d6 Special Actions contagion, corrosive spew 1/day, polymorph, summon demon, summon ooze, summon pudding Combat Gear cape of the mountebank, elixir of hiding, elixir of sneaking, potion of cure moderate wounds, potion of sanctuary, potion of shield of faith +2 Abilities Str 15, Dex 19, Con 20, Int 12, Wis 13, Cha 8 SQ trapfi nding, wild empathy +2 (–2 magical beasts) Feats Ability Focus (corrosive spew), Chosen of EvilB ,

DashCW, EnduranceB, Improved Critical (rapier), Improved

Initiative, Murderous IntentB, Thrall to DemonB, TrackB ,

Two-Weapon FightingB, Vile Martial Strike (rapier), Weapon FinesseB, Weapon Focus (rapier)B, Willing Deformity Skills Balance +8, Climb +9, Escape Artist +16, Hide +11,

Intimidate +16, Jump +8, Knowledge (dungeoneering) +7, Knowledge (religion) +9, Listen +12, Move Silently +11, Search +5, Spot +8, Survival +7 (+9 underground),

Tumble +10, Use Rope +4 (+6 bindings) Possessions combat gear plus +2 mithral shirt, +2 human bane rapier, cold iron kukri, ring of protection +1, amulet of health +2, gloves of Dexterity +2, dog mask

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