Merendil the Bloody
Climate/Terrain: Cormyr and surrounding lands
Freq: Unique
Organization: Band
Activity Cycle: Any
Diet: Special (see below)
Intelligence: High (14)
Treasure: Lx10, U
Alignment: Lawful evil
# App: 1
AC: -4
Move: 21, fly 33 (B)
HD: 12 (90 hp)
THAC0: 9 (7 in melee)
# Attacks 3 (claw/claw/bite or weapon/claw/bite)
Dmg/Att: 1d4+5/1d4+5/1d6+5, or by weapon +5 (Strength bonus)
SA: Bloodlust, -5 initiative bonus
SD: hit only by iron weapons, regeneration
Magic Resistance: Special, see below
Size: M (5' tall)
Morale: Fanatic (17)
XP: 19,000
Merendil the Bloody is the Scourge of War. Her appearance seems a grotesque fusion of woman and insect, with a powerful torso, tiny waist, and a pair of huge wasplike wings. She has smoky black hair, blazing white eyes, and stick-thin limbs that fold like those of a praying mantis. When viewed closely, Merendil's face can assume the visage of a handsome noblewoman about 60 years old.
Merendil the Bloody used to be Lady Ryndala Merendil, the matriarch of a powerful, early Cormyrean noble family. She became a ghazneth approximately 994 years ago, shortly after fleeing Cormyr because of a failed assassination she had organized against Prince Azoun I.
Combat: As the Scourge of War, Merendil is always ready for a fight--and the bloodier, the better. She seeks to kill in the most lethal manner possible, often combining a weapon with hand-to-hand combat. One of her favorite tactics is to impale a victim on the talons of one hand, strike with a short sword or scimitar carriedin the other, then tear into the victim's neck with her powerful yellow fangs. She is so practiced at this method that if she takes a victim by surprise, he or she automatically suffers full damage from all three attacks (no attack roll required).
Merendil receives a -5 Initiative bonus during any round she is not surprised, and her extraordinary Strength (18/95) gives her a +5 damage bonus. Merendil suffers damage only from weapons made of cold-forged iron, regenerates up to 9 hp per round, and absorbs any magic used against her. (See introduction for details)
During any round in which she has the initiative, Merendil the can forgo her attacks and allow her opponent the first action. If the opponent casts a spell at her, she may take refuge behind a wing and negate the effects of the spell while still absorbing its levels. She suffers the full effects of any spell striking her body, but only for as long as it takes to absorb the spell levels. Merendil always uses this ability when facing a spellcaster.
Merendil's favorite weapon is her power of bloodlust. See the Ecology section for details on this power.
Habitat/Society: Merendil has spent 994 years in her tomb, plotting vengeance on the Obaraskyr line and laying plans to succeed where she failed in the year 376 DR. She considers it a sign from the gods of wickedness that the current king bears the same name as the young prince she failed to assassinate. Of all the ghazneths, she is the most resolute and rational, and she often serves as a sort of leader among equals.
Ecology: Merendil spends at least a quarter of every day hunting fresh sources of magic. At 994 years of age, she can hold up to 994 levels.
For each level she expends, she can:
1. Detect magic up to 99 miles away for one day; or
2. For one turn, automatically cause all intelligent beings within 99 yards of her to make a successful Wisdom check or attack any adversary in sight; or
3. Regenerate 9 hit points; or
4. Incite one intelligent being to murder a specified person (once each day, the victim of this power can make a successful Intellgence check to resist this urge for 24 hours); or
5. Incite all intelligent beings within 99 feet to make a successful Wisdom check or begin rioting and looting the nearest settlement.