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Ogre Mage of Pestilence
Large Undead Alignment: lawful evil Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +11, and Spot +11 AC: 25 (-1 size, +7 natural, +8 chain shirt), touch 9, flat-footed 25 Hit Dice: 9d12 (124 hp) Fort +8, Ref +2, Will +11 Speed: 25ft., fly 25 ft. (good) Space: 10 ft./10 ft. Base Attack +7; Grapple +20 Full Attack: Greatsword* / (/19x2); or Longbow ranged () * Power Attack -5 Special Attacks/Actions: Spell-like abilities Abilities: Str 30, Dex 10, Con -, Int 15, Wis 16, Cha 23 Special Qualities: SR 19 Feats: Combat Expertise; Improved Initiative, weapon focus (greatsword), power attack, iron will, force of personality, weapon specialization (great sword) Skills: Concentration +10, jump +21, Listen +11, Spellcraft +10, and Spot +11 CR: 15
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat in gaseous form rather than fight a losing battle. Ogre mages hold deep, abiding grudges, however, and the unwise person who crosses one would do well to keep looking over a shoulder.
Spell-Like Abilities: At will-darkness and invisibility; 1/day - charm person, cone of cold, gaseous form, and sleep. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13+ spell level).
Change Shape (Su): An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.
Flight (Su): An ogre mage can cease or resume flight as a free action. While in gaseous form it can fly at normal speed and has perfect maneuverability.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Ogre mages cannot regrow lost body parts.
Unholy Toughness Ogre Mage of Pestilence gains bonus to hp equal to cha for each HD.
Create Spawn (Su):A creature killed by a scion of Kyuss rises as an undead creature 1d4 days after death. The victim returns as a spawn of Kyuss if it is a giant, humanoid; or monstrous humanoid that does not qualify for the scion of Kyuss template and as a scion of Kyuss if it does. Other creatures do not rise as undead.
Fear Aura (Su): A scion of Kyuss continuously radiates a fear effect. This ability functions like a fear spell (caster level 15th), except that it affects all living creatures within a 40-foot radius. Any creature that makes a successful saving throw against the effect cannot be affected again by the fear aura of that scion of Kyuss for 24 hours.
Implant Worm (Su): Once per round as a free action, a scion of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a natural attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 20 feet, See the Scion of Kyuss Worms sidebar for more details.
Worm Expulsion (Su): Once per day as a standard action, a scion of Kyuss can cause a 20-foot burst of worms from its body. Each creature in the area is coated with worms. See the Scion of Kyuss Worms sidebar for more details.
Special Qualities: A scion of Kyuss retains all the base creature's special qualities and gains those listed below.
Fast Healing (Ex): A scion of Kyuss regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the scion of Kyuss to regrow or reattach lost body parts.
Worms Each worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. On the scion's next action after contact with a living creature, the worm burrows into its host's flesh (a creature with a natural armor bonus of +5 or higher is immune to this burrowing effect). The worm makes its way toward the host's brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of the period, it reaches the brain. While the worm is inside the victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays it progress for 10d6 minutes. A successful Heal check (DC 20) will extract and kill one worm.
Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). The victim returns as an undead creature as described un der the scion of Kyuss's create spawn ability. Newly created spawn are not under the control of the parent, but they usually follow whatever scion of Kyuss created them