Kalmal, the Apothoker of Sigil

Medium-sized Undead
Expert/Arcane Healer/Sympathetic Mage
Level 16/20/20

Hit Dice: 56d12 (364 hp)
Initiative: +5 (+1 Dex, +4 Imp. Initiative)
Speed: 20 ft.
AC: 16 (+1 Dex,  +5 Natural Armor )
Attacks: Slam +28/+23 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft x 5 ft./5 ft.

Special Attacks: Fear Aura, Horrific Appearance, Gaze of Death    

Special Qualities:  Undead, Turn Resistance +4, Damage Reduction 15/+1, Spider Climb, Brew Potion, Craft Wondrous Item, Spells, 8 Paths, 155 Ritual Points per Day 

Saves: Fort +34, Ref +37, Will +52
Abilities: Str 13, Dex 13, Con -, Int 32, Wis 18, Cha 17
Skills: Profession (Apothecary) +45, Heal +55, Knowledge (Arcana) +80, Knowledge (Nature)+45, Knowledge (Planes)+ 25, Appraise +40, Bluff +26, Gather Information +26, Alchemy +67, Innuendo +23, Herbalism +70,  Concentration +40, Craft +51, Scrying +51, Diplomacy +7, Perform (Chant) +7
Feats: Skill Focus (Profession), Skill Focus (Heal), Skill Focus (Alchemy), Lightning Reflexes, Dodge, Mobility, Spring Attack, Improved Initiative, Iron Will, Improved Unarmed Strike, Stunning Fist, Epic Spellcasting, Epic Reputation, Epic Skill Focus (Knowledge -Arcana), Epic Will, Tenacious Magic, Spell Focus (Spirit Path), Greater Spell Focus (Spirit Path), Epic Spell Focus (Spirit Path), Spell Penetration, Greater Spell Penetration, Epic Spell Penetration

Organization: Solitary
Challenge Rating: 57
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: By Character Class

 

            "The Apothecary was, as usual, a chaotic mess of eclectic items, dust, and cobwebs.  Books were piled everywhere:  ancient volumes bound in serpent-skin, with verdigris-eaten clasps, that held the frightful lore of bygone eras and alternate planes, all written in long forgotten languages. All around were scattered baleful things of occult power: the skulls of men and monsters; phials filled with black or amber liquids; little drums of human skin; and rattles made of the bones and teeth of children.  Above the door hung the stuffed head of a unicorn, and on a nearby table rattled a covered cage, a cage which held a very singular monster.  Ebony shelves held caskets with locks of gold or brass or electrum, and dark censers contained incense that smoked the air.  Long, narrow scrolls of vellum spilled from shelf to shelf, and lay discarded in the corners of the cluttered room.  Fumes from unseen thuribles arose in thick clouds, giving the room a preternatural light.
            From the back of the Apothecary floated the horrible Apothoker.    The Apothoker, Kalmal, was old, and commanded curious demons that watched over him.  Skeletal and deeply robed, he could pass through the cobwebs of his shop unhampered, not disturbing the spiders or their homes.  His black robes clung to his skeletal form like a shroud, and he smelled of incense and medicinal fumes.  He carefully placed a golden goblet on a dusty shelf, a goblet filled with dire poison.  He was a darkness upon the earth, and his vile aura was strong enough to drive a common man insane."
                                                                                        ~
From "The Master Clock of Time - Part III"

Kalmal, a member of the Bleak Cabal,  runs an apothecary in the Hive and has run it longer than any man alive remembers.  He is Undead (though of undetermined type). He is skeletal and dresses stereotypically in a dark hooded robe. He walks with an ungainly gait and can pass undisturbed through cobwebs like a ghost, though is in all other respects corporeal.  He is required to drink a goblet of poison once per day. The type doesn't matter. The only tastes he has left is for poisons. To him they are as wine.

In addition to his alchemical and mercantile skills, he also serves as a fence for oddities and magic items.  Many of the magic items in his shops have curses attached to them, according to rumor.  He buys cheap and sells dear. Rarely is he taken advantage of, although it does happen (especially with magics that he is unaware of or unfamiliar with). Nearly everything in his shop is a stolen good.  His main motivation seems to be profit. What he uses it for, no one knows.

He speaks in a whisper and tells no tales. Any useful knowledge he has, he keeps to himself.

Combat:
Kalmal avoids combat, but if riled he is quite able to defend himself.

Fear Aura (Su): The dreaded Apothoker of Sigil is shrouded in a vile aura of death and evil when he wills it.  Critters of less than 5 HD in a 60 foot radius that look at the lich must succeed at a Will save (DC 41) or be affected as though by fear cast by a 16th level sorcerer.

Horrific Appearance (Su): Any living creature within 60 feet that views Kalmal's face (usually hidden deep in his robes and hoods) must succeed at a Fortitude save (DC 41) or immediately suffer 1d4 points of permanent Strength, 1d4 points of permanent Dexterity, and 1d4 points of permanent Constitution drain.  A critter that successfully saves against this effect cannot by affected by his countenance for one day.

Gaze of Death (Su): The dreaded Apothoker of Sigil can blast living beings with a glance, at a range of up to 30 feet.  Critters that meet his gaze must succeed at a Fortitude save (DC 41) or suffer 2d10 points of damage and age 10-40 years.

Turn Resistance (Ex): The dreaded Apothoker has a +4 turn resistance.

Arcane Healer Spells (5/5/5/4/3/3): The Apothoker prepares these spells by concocting magical medicines.  Unused concoctions spoil at the end of the day.  He rarely has the time to prepare his entire allotment of spells ahead of time, and is loathe to prepare a spell without knowing exactly what his patients need.  It takes him a half hour per spell level to make the medicines for his spells.
    0 level : Create Water, cure minor wounds x2, detect magic, purify food and drink
   
1st level: Cure Light Wounds, Delay Poison, Identify, Endure Elements
   
2nd level: Cure Moderate Wounds, Lesser Restoration, Make Whole, Remove Paralysis
   
3rd level: Cure Serious Wounds, Dispel Magic, Neutralize Poison, Remove Disease
   
4th level: Cure Critical Wounds, Restoration
   
5th level: Heal, Raise Dead

Sympathetic Magic: The Apothoker can spend up to 21 ritual points per spell cast (10th level spells, basically).  He knows the following Paths: Earth, Emotion, Fortune, Health, Knowledge, Spirits (+6 save DC), Love, and Transformation

Magic Items worn or used: 
   
Necklace of Immunity (If Kalmal fails a Concentration check, he can recheck at +20.  Relics and Rituals, p. 191)
    10 Books of Knowledge (see Relics and Rituals, p. 178)
    Robe of Epic Resistance +10 (Epic Level Handbook, p. 145)
    Staff of the Cosmos (Epic Level Handbook p. 142)
    Bestiary of Binding (see Relics and Rituals, p. 177)

 

 


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