
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.
|
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.
|
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
|
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.
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.