Z'mach, the Green One, Chaos Lord of Toteth

Medium Male Undead (Mummy) 6'8"
Epic Psion (Chaos) 25/ Epic Chaos Lord 15

Hit Dice: 40d12 (260 hit points) 
Initiative: +5 (+1 Dex, +4 Improved Initiative from Ring)
Speed: 20 ft
AC: 27 (+1 Dex, +8 Natural, +8 Deflection)
Attacks: +25/+20 Slam melee (as touch attack if expending 5 pp)
Damage: Slam 1d6+5 (+1d4 if expend one psionic point)
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Chaos Psionics, Chaos Familiar, Multiple Effects (5), Counterpsionics, Purge Chaos, Despair, Mummy Rot, Summon Chaos Monster VII
Special Qualities: Fire Vulnerability, Damage Reduction 5/+1, Resistant to Blows, Undead, Non-Linear Time Perception, Cloaked in Chaos (40 feet), Create Chaos, Synaesthesia, Alter Initial Condition 4/day, Chaos Master, Chaos Door
Saves: Fort +16  Ref +17  Will +27 
Abilities: Str 21, Dex 12, Con -, Int 14, Wis 19, Cha 34 (+12) [44 (+17) when cloak worn]
Skills: Bluff +46 (51), Concentration +44, Diplomacy +41 (46), Gather Information +41 (46), Knowledge (Psionics) +36, Knowledge (Arcana) +15, Psicraft +46, Remote View +31, Sense Motive +49, Lucid Dreaming +10
Feats: Combat Manifestation, Psionic Fist, Improved Unarmed Attack, Power Touch, Hide Power, Maximize Power, Mental Adversary (x3), Epic Manifesting, Enhance Power, Disarm Mind (deal 48 power point damage on psi-attacks), Unavoidable Strike
Power Points per Day: 307 
Powers Discovered: None.  He uses Chaos Psionics.
    Epic (three per day, no power point cost) - Soul Scry (Zmach experiences everything target experiences), Epic Mage Armor (+20 armor bonus), Dreamscape (Zmach can physically travel the region of dreams), Mummy Dust (create two large 18 HD mummies), Crown of Vermin

Climate/Terrain: Toteth
Challenge Rating: 40
Treasure: Epic Manifester Rod (+10 to psicraft checks when manifesting epic powers), Cloak of Epic Charisma +10, Gate Key, Ring of Epic Protection +8, Ring of Universal Elemental Resistance, Major [subtract 30 points from all forms of energy damage, Cha 26, Int 25, Wis 13, wearer has free use of Improved Initiative, Detect Magic at will, Find Traps at will, Ring has 10 ranks in Intuit Direction, Finger of Death (100 ft range, DC 25), Clairaudience/Clairvoyance (100 ft. range, 1 minute per use), True Seeing, Chain Lightning (Enhanced; 20d6 damage, DC 24), Prismatic Sphere (DC 27)], Gauntlets of Transition, Golembane Scarab (Any Golem), Orb of Storms, Iron Flask (containing a succubus demon), Figurine of Wondrous Power (Bronze Griffon), Bowl of Commanding Water Elementals
Alignment: Chaotic Evil
Advancement: By Character Class

Zmach the Green One was once the Chaos Lord of Toteth, a city of Angust.  Perceiving the end of Angust, Zmach and the other Chaos Lords perpetuated the spirits of their cities within magical lions and hid them from the King of Angust.  Zmach chose to survive as well, becoming a mummy to do so.  He received warning from a lich named "M" that Oard would rise again before the others, so Zmach stole the Book of Oard in order to draw the Chaos Lord of Oard to him and awaken him.  He was entombed outside of beloved city (so he wouldn't be trapped in its ruins) by the Chaos Lord Astrologer, Noonam of Nepetoph.  For centuries, a cult devoted to Zmach existed, but it had died out by the Fourth Age.

Zmach was one of three Chaos Lords who were somewhat sympathetic to the King of Angust, although he was frightened by the King's final decisions and actions.  

As a Chaos Psion, Zmach is powerful and unpredictable.  He can manifest powers without study or memorization.  He does not have a power list to choose from, since he creates his powers on the fly.  He touches the powers of primal chaos and bends those energies to his will.

Zmach is on the Path of Berserk Growth, and remains at Stage 1 of that path.  His hair is a myriad of green colors, and is wide and flat like blades of grass hanging from the head and body in an unruly mass.  Movement causes Zmach to to rustle like a tree in the wind and a faint miasma of the swamp hangs about him like a cloud. 

Combat
Zmach prefers to use his slam attack in conjunction with the unavoidable strike feat if he must fight physically.  Normally, he fights from a distance with psionic attacks, protected by summoned chaos monsters.

Despair (Su): At the mere sight of Zmach, the viewer must succeed at a Will save (DC 42) or be paralyzed with fear for 1d4 rounds.  Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day.

Mummy Rot (Su): Supernatural disease- natural weapon, Fortitude save (DC 20), incubation period 1 day, damage 1d6 temporary Constitution.  Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.

Fire Vulnerability (Ex): Zmach takes double damage from fire attacks, unless a save is allowed for half damage, then a successful save is half damage and a failure doubles the damage.

Damage Reduction (Su):  Zmach's undead body is tough, giving it damage reduction 5/+1.

Resistant to Blows (Ex): Physical attacks deal only half damage to Zmach.  Apply this effect before damage reduction.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Non-linear Time Perception: For a normal sentient being, consciousness and self-awareness is an instantaneous point in the ever-forward-moving present. However, Zmach – for very brief moments – can expand his awareness beyond and through that point, becoming an infinite wave-function of consciousness that stretches through all his possible pasts, presents, and futures. During this moment, Zmach can perceive an effect without or before its cause, he can think to all his possible selves, transmitting a message through every point in his existence, or Zmach can attempt to remember events that occur outside his time-line.


 This is a taxing ability that exhausts Zmach after he uses it, but that is a small price for peering beyond the boundaries of space and time.

 Non-linear Memory: For a brief, eternal moment, Zmach expands his consciousness to all his possible past, present, and future selves and attempts to remember some piece of information. This piece of information could be something Zmach remembers in the future, such as the contents of room beyond a locked door or the winner of a sports event several years from now. It could be a piece of information Zmach could have possibly learned in an alternate past or present where circumstances different, such as recalling a memory from an alternate past where Zmach overhead the conversation of an important political official at a dinner party Zmach attended recently. To perform this task, Zmach must state the memory he wishes to recall. Then, Zmach enters a meditative state of total concentration for 10 minutes. At the end of this time, Zmach performs an appropriate Knowledge skill check, modified by +7. The DC is based on the likelihood that Zmach would possess the memory, per table NLM-1.

 Table NLM-1: DC of Non-linear Memory

Circumstance

DC

Highly probable that Zmach would have the memory.

20

Probable that Zmach would have the memory.

25

Somewhat improbable that Zmach would have the memory.

30

 Improbable that Zmach would have the memory.

35

Highly improbable that Zmach would have the memory.

40

Possession of the memory is only a mathematical possibility

45

 Memory is a future memory.

 +5


 If the skill check succeeds, Zmach “recalls” the alternate memory. It exists side-by-side with his old memory (if any) of the event and seems just as real. Any use of non-linear memory – successful or unsuccessful – immediately
fatigues Zmach. Also, Zmach must make a Will saving throw against DC 20. If failed, Zmach is stunned for 2d6 rounds after use of non-linear memory.

 Non-linear Thought: For a brief, eternal moment, Zmach expands his consciousness to all his possible past, present, and future selves and transmits a single thought to one of his selves. The thought must be brief, no more than a couple of sentences. For instance, Zmach could send a message to himself in the past, saying “Do not trust the vizier.” Zmach could think to himself in the future, “Remember to pick up milk at the grocery store.” (Always helpful if one has a spouse.) This ability allows Zmach to send messages that can potentially change his past, present, or future, creating an entirely new time-line. For example, Zmach could tell himself several years in the past to bury a pound of uranium in the middle of the desert because Zmach needs it in the present to power an atomic device. To form a non-linear thought, Zmach must first determine the thought he wishes to send and where/when in his timeline Zmach desires to send it. Then, Zmach enters a meditative state of total concentration for 10 minutes. At the end of this time, Zmach performs a Will save. The DC is based on the likelihood that Zmach would be able to implement his thought, per table NLT-1.

 Table NLT-1: DC of Non-linear Thought

Circumstance

DC

 It is highly probable that Zmach would be able to perform the task Zmach suggest or otherwise take advantage of it.

25

It is probable….

30

It is somewhat improbable….

35

It is improbable….

40

It is highly improbable….

45

It is only a mathematical possibility….

50

The thought would have major consequences on his current timeline.

 +5

The thought would have cataclysmic or world-sweeping consequences on his current timeline.

+10

 If Zmach succeeds in the skill check, his non-linear thought has made some alteration to his time-line, though not necessarily the one Zmach intended. The actual change, its effectiveness, and its consequences are the discretion of his referee. Any use of non-linear thought – successful or unsuccessful – immediately fatigues Zmach. Also, Zmach must make a Will saving throw against DC 20. If failed, Zmach is stunned for 2d6 rounds after the use of this psionic ability. Note: The action required by his non-linear thought must be one that Zmach can fulfill personally or at least initiate personally. Zmach cannot send thoughts to other people. Also, the more people his thought affects, the more difficult it is to perform and less likely to occur.  

Cloaked in Chaos: Spellcasters find it difficult to perform divinations against Zmach.  This supernatural ability functions like a non-detection spell cast by a spellcaster of Zmach's character level.  Chaos Lords may suppress or resume this ability as a free action.  Further, this aura of chaos often manifests itself in random things popping in and out of existence or random actions being done by those nearby (DM's discretion).  The radius of effect is dependent upon the class level of Zmach and can be seen in the chart above.

 Create Chaos: With a successful melee touch attack, Zmach changes some small part of the victim's past so that the victim acts in a seemingly random fashion.  The touched critter must make a Will save (DC = 10 + Chaos Lord class level + Chaos Lord's charisma modifier).  Failure indicates the creature must act in an apparently random manner as per the random action spell.  Zmach can use this spell-like ability three times per day plus Zmach's Charisma modifier (always at least once per day regardless of how bad Zmach's Charisma modifier might be).  Zmach must declare the use of this ability before the attack is made.  If the attack misses, that use of the power is wasted.

 Unlike random action, this is not a mind-affecting effect.  It is a cause affecting effect.  Thus, mindless undead, constructs, oozes, and vermin are NOT immune.  The subject of a protection from chaos spell is made immune to this ability for the duration of the spell.

 Synaesthesia: Zmach perceives the world as a harmony of concomitant sensations. When he sees an object, it stimulates related sensations of smell and texture. When he hears a sound, he perceives that sound’s “color” and “temperature”. He can speak of the “scent” of an opera, the “sound” of a painting, and the “taste” of a pebbled texture. This gives him an incredibly rich awareness of his environment. He is not actually seeing sound or hearing light. These perceptions are subtle, related sensations that exist on an almost solipsistic level.  This increases the depth and breadth of his awareness of his environment, granting a constant +2 bonus on all Listen, Search, Sense Motive, Spot, and Wilderness Lore (for Tracking only) skill checks.

 Summon Chaos Monster: Due to his connection with Chaos, Zmach can, once per day, cast a summon monster spell, summoning a "pseudonatural" version of a creature chosen from the appropriate list.  If Zmach is a spell caster or psion and can cast summoning spells, all summoned creatures are hereafter pseudonatural, and take the pseudonatural template (as described in Wizard of the Coast's Tome and Blood).  Pseudonatural creatures often take the form of, and emulate the abilities of familiar creatures, but they are more chaotic in appearance than their earthly counterparts.  Alternatively, they may appear in a manner more consistent with their origins: a mass of writhing tentacles is a favorite, although other forms are possible.  This is a spell-like ability.

 Alter Initial Condition: Zmach can manipulate the whim of chance by manipulating underlying causes.  Using this ability allows Zmach to reroll one roll just made.  Zmach must use the result of the second roll.  This is a supernatural ability.

 Alter Initial Condition (Defense): Zmach can manifest his understanding of cause and effect as a protective force.  Any attack directed at Zmach suffers a 10% miss chance at 5th level.  This increases by 10% every other level thereafter to a maximum of 30%.  This is a supernatural ability.

 Chaos Master: Zmach has become so immersed in the seeming random nature of the universe that, at 10th level, he can force any creature to reroll a result he does not like.  The creature must be a visible target within 60 feet.  After the result of a roll is announced, Zmach can announce that he will usurp the causes of the roll to change the end result.  The targeted creature must then make a Will save (DC 10 + Chaos Lord class level + Chaos Lord's charisma modifier).  Failure indicates that Zmach can force the roll to be made again.  The creature must use the result of the second roll.  Zmach cannot change the result of a roll made in the past (unless he successfully sends a thought to his past self to change it then), only the one that has just been made.  This ability can be used during another creature's action.  It requires no action on Zmach's part to use.  This supernatural ability is usable 1 time, plus Zmach's charisma modifier, per day on any creature other than Zmach.

 Chaos Door:  Like Dimension Door in action.  Zmach also does not believe in linearity of space, and can mentally fold space so that he can disappear from one spot and reappear in another.  He can do this a number of times per day equal to half his charisma bonus (round up).  This is a spell like ability.

 

 

 

Legends of Inzeladun  

Inzeladun is copyright 2001 by Vincent N. Darlage.  All rights reserved.  D&D is a trademark of Wizards of the Coast.  Artwork is copyright 2001 Vincent N. Darlage.  All rights reserved.