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