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several wizard powers.

They often carry their old spellbooks

L A R VA M AG E
LARVA MAGE around with them.
DC 35: An elder evil being called Kyuss created the first
larva mages to guard vaults of forbidden lore. These larva
WHEN A POWERFUL EVIL SPELLCASTER DIES, his spirit some- mages are among the most powerful of their kind and wield
times takes control of the wriggling mass of worms and an impressive array of spells.
maggots devouring his corpse. This mass of vermin rises as
a larva mage to continue the spellcaster’s dark schemes or to
seek revenge against those who slew him. Encounter Groups
Larva mages often compel other monsters to serve them. They
Larva Mage Level 21 Elite Artillery occasionally convene in small groups to work their dark magic
Medium natural magical beast (undead) XP 6,400 or achieve some common goal.
Initiative +13 Senses Perception +12
Level 21 Encounter (XP 16,000)
HP 304; Bloodied 152
✦ 1 larva mage (level 21 elite artillery)
AC 35; Fortitude 30, Reflex 33, Will 27
✦ 4 slaughter wights (level 18 brute)
Immune disease, poison; Resist 10 necrotic; takes half damage
✦ 1 sword wraith (level 17 lurker)
from melee and ranged attacks; Vulnerable 10 radiant, 10
against close and area attacks.
Level 22 Encounter (XP 21,175)
Saving Throws +2
✦ 1 larva mage (level 21 elite artillery)
Speed 6
✦ 3 rot harbingers (level 20 brute)
Action Points 1
✦ 5 abyssal ghoul myrmidons (level 23 minion)
m Corrupting Touch (standard; at-will) ✦ Necrotic
+24 vs. Fortitude; 2d6 + 5 necrotic damage.
Level 22 Encounter (XP 25,100)
R Horrific Visage (minor; recharge ⚄ ⚅ ) ✦ Fear
✦ 2 larva mages (level 21 elite artillery)
Ranged 10; +24 vs. Will; the target cannot attack the larva mage
✦ 2 rockfire dreadnaughts (level 18 soldier)
until the end of its next turn and is immobilized (save ends).
✦ 8 grimlock followers (level 22 minion)
R 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.
R 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 or fewer hit points, the target
takes no damage but is stunned until the end of its next turn.
A 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 (see “Squeeze”, Player’s
Handbook 292).
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)

Larva Mage Tactics


The larva mage uses horrific visage to hold off enemy defenders
and melee strikers while using ray of cold death and withering
f lame to soften up ranged targets. The larva mage uses worm’s
feast against a bloodied foe and normally spends its action
point to take a second move action when it needs to put some
added distance between itself and its enemies.

Larva Mage Lore


A character knows the following information about larva
mages with a successful Religion check.
DC 25: Only the most evil spellcasters return to unlife as
larva mages. When a larva mage is destroyed, the maggots
and worms that comprise its physical form lose their sentience
and become harmless vermin.
DC 30: Particularly powerful larva mages retain more
of their previous spellcasting ability than others, and know

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