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LARVA MAGE
WHEN A POWERFUL EVIL SPELLCASTER DIES, his spirit sometimes takes control of the wriggling mass of worms and 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.

several wizard powers. They often carry their old spellbooks around with them. DC 35: An elder evil being called Kyuss created the first larva mages to guard vaults of forbidden lore. These larva mages are among the most powerful of their kind and wield an impressive array of spells.

Encounter Groups
Larva mages often compel other monsters to serve them. They occasionally convene in small groups to work their dark magic or achieve some common goal. Level 21 Encounter (XP 16,000) ✦ 1 larva mage (level 21 elite artillery) ✦ 4 slaughter wights (level 18 brute) ✦ 1 sword wraith (level 17 lurker) Level 22 Encounter (XP 21,175) ✦ 1 larva mage (level 21 elite artillery) ✦ 3 rot harbingers (level 20 brute) ✦ 5 abyssal ghoul myrmidons (level 23 minion) Level 22 Encounter (XP 25,100) ✦ 2 larva mages (level 21 elite artillery) ✦ 2 rockfire dreadnaughts (level 18 soldier) ✦ 8 grimlock followers (level 22 minion)

Larva Mage

Level 21 Elite Artillery

Medium natural magical beast (undead) XP 6,400 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 m Corrupting Touch (standard; at-will) ✦ Necrotic +24 vs. Fortitude; 2d6 + 5 necrotic damage. R 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). 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 L anguages 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 a nd 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

L A R VA M AG E

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