Notes |
Before Combat Given time to prepare, Myra casts freedom of movement and protection from good. If she is aware of intruders approaching, she uses her master’s illusionability to make herself and the cult look like pitiful, starving refugees to lure intruders into complacency.
During Combat Myra avoids melee and debilitates opponents with chaos hammer, confusion, unholy blight, and channel negative energy. She relies on the cultists to stay between her and the PCs.
Morale If Myra is reduced to half her hit points or fewer, she tries to bargain for her life and the lives of her followers. She offers what she believes the PCs are after—the Clavis Somnus—by hoisting the key aloft and saying, “Just take the key! It opens the door we locked behind them!” If this gambit fails, Myra fights until killed.
Combat Gear potions of cure serious wounds (2);
Other Gear breastplate, mwk sickle, Clavis Somnus (see page 33), cloak of resistance +10 (added), headband of inspired wisdom +2 (added), silver dust (worth 25 gp), 52 gp
This wickedly curved sickle is cast in the form of a segmented spider’s leg. It has the same statistics as a normal sickle. The leatherwrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a full-round action. Once filled, the reservoir keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar’s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison, and within the radius of the dreamstone’s effects the unconsciousness effect may trigger lucid dreaming.
Does not need to eat, drink, or breathe; and does not suffer ill effects from extreme heat or cold.
Special Attacks:
channel negative energy 5/day (3d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)
Sneak attack +1 Shift
Artful dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.
At will:master’s illusion (8 rounds/DAY)
You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble.
Spell-Like Abilities (Both 8/day) copycat (8 rounds), touch of evil (4 round)
Copycat: You can create an illusory double of yourself as an action. This double functions as a single mirror image, and lasts for a number of rounds equal to 1+ 2x your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time.
Touch of evil (You can cause a creature to suffer the effects of Fever, as an unarmed attack. This ability lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 3 + 1/6th POW)
scythe of evil (4 rounds, 1/day)
An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Spells Prepared
3rd—
Unholy blight(3+1/I)
Range medium (100 ft. + 10 ft./I)
Area 20-ft.-radius spread
Duration instantaneous (1d4 rounds); see text
Saving Throw WIL partial
DESCRIPTION
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals Intensity damage to a good creature and causes it to suffer nausea (like poison effect) for 1d4 rounds. A successful WIL save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neutral, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful WIL save.
Chaos hammer(3+1/I)
Range medium (100 ft. + 10 ft./I)
Area 20-ft.-radius spread
Duration instantaneous (1d6 rounds); see text
Saving Throw WIL partial
DESCRIPTION
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals intensity damage and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
confusion(3+1/I)
Protection from Good 3 m/10 feet Radius)(3+1/I)
freedom of movement(3+1/I)
Range personal or touch
Target you or creature touched
Duration 10 min./I
Saving Throw WIL
DESCRIPTION
This enables the creature to move and attack normally even while under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat manoeuvrer checks made to grapple the target automatically fail. The subject automatically succeeds on any combat manoeuvrer checks and Escape checks made to escape a grapple or a pin.
2nd _(-2 MP cost)
cure serious wounds, (3)
invisibility (3+1/I)
hold person (3+1/I)
blindness/deafness (3)
bestow curse(3+1/I)
dispel magic(1+1/I)
bear’s endurance(1+1/I)
Range touch
Target creature touched
Duration 1 min./I
Saving Throw WIL
DESCRIPTION
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 bonus to Constitution, which adds the usual benefits to hit points, skills and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
death knell (1+1/I)
Range touch
Target one living creature
Duration Instant/10 min./I
Saving Throw WIL
DESCRIPTION
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that is dying. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points to all locations and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level, spell costs and also provides +1 intensity to spells cast. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per intensity of spell.
1st (-4 MP cost)
bless (1+1/I)
command (3)
cure light wounds (3)
protection from good (1+1/I)
doom(3+ 1/I.)
Range 100 ft. + 10 ft./I.)
Target one living creature
Duration 1 min./level
Saving Throw WIL
DESCRIPTION
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken(only able to parry in first round, and then -1 shift to all actions).
ray of sickening(3+ 1/I.)
Range close (25 ft. + 5 ft./I.)
Effect ray
Duration 1 min./level
Saving Throw END
DESCRIPTION
A black ray projects from your pointing finger. You must succeed on an unarmed attack with the ray to strike a target. The subject is immediately suffering nausea (as per poison)if it fails its save and unaffected if it makes its save.
shield of faith (3+ 1/I.)
Range self
Duration 5 rds /I.
Saving Throw none
DESCRIPTION
providing 5 points of armour towards all attacks that strike front
0 (at will, all cost 1)
bleed,detect magic,detect poison, read magic
luck: 7 |