Valran Stonefist’s changed considerably since the PCs saw him last. They won’t recognize him until he speaks to them. He’s placed himself in the body of a decaton, and he’s learning how to enjoy life inside his metal body. If the PCs were on good terms with him the last time they saw him, then he simply assumes they’ve come to join the Tacharim cause. He greets them in a friendly manner, telling them of his new discoveries and how he came to inhabit the body of a decaton.
Valran explains. “As you know, I’d been working on transplanting living humanoid minds into the shells of modrons, making the best of both worlds, as it were. By keeping a piece of the modron brain within the body, not only do we cure the modron madness, we also ensure that there’s a build-in tendency to follow orders in the new modronoids. Of course, it tends to slow down the mental processes of some bashers, and it still drives others completely barmy, but that’s a small price to pay for an army of creatures like this, eh?”
Valran even shows them around the place, but he won’t reveal all the secrets. After a while, even a barmy old bird like Valran has to realize the PCs can’t be here by coincidence. That’s when he starts getting suspicious.
Of course, if the PCs and Valran crossed swords when last they met, Valran instantly shrieks for the guards when he catches the party in his precious keep.
VALRAN STONEFIST (Pl/Æ modronoid/M13/N): AC 2; MV 15, Fl 3(E); HD 10+10; hp 90; THAC0 11; #AT 10; Dmg 1d4 (×10); SA spells; MR 10%; SZ M (7′ tall); ML steady (13); Int exceptional (16); XP 11,000.
Notes: Telepathic communication to a range of 44 miles. Though decatons normally cast spells as 10th-level clerics, Valran doesn’t receive spells from Primus; he does, however, retain his wizardly spellcasting abilities. Spell-like abilities only affect modrons, 1/round, at will: cure 1 point of damage for all modrons within 144 feet, cure disease in a 12-foot radius; heal by touch up to 10 modrons/round; and remove paralysis by touch, 10 modrons/round.
Personality: Valran’s barmier than ever.
Spells (5/5/5/4/4/2): 1st—color spray, friends, hypnotism, mending, shocking grasp; 2nd—bind, forget, shatter, stinking cloud, web; 3rd—blink, lightning bolt, slow, suggestion, wraithform; 4th—Evard’s black tentacles, fumble, polymorph other, shout; 5th—cone of cold, fabricate, telekinesis, wall of iron; 6th—disintegrate, globe of invulnerability.