“The great fire-drake Nethyrmaul razed the town of Tilver’s Ford barely a month ago. The wizard Zalquis was building his tower there, and he was prepared to protect the town against Nethyrmaul. He stood upon the unfinished tower, it’s walls already higher than any other structure, calling on arcane forces to punish the dragon for attempting to attack his town.”
“My master’s divinations show that while Kremathis was hurt, and badly, she was able to topple the unfinished tower, trapping Zalquis in the rubble, but not killing him. Nethyrmaul dug Zalquis out, but only to incinerate him.”
“Nethyrmaul went on to rampage through the town, leveling every building, and burning then ruins. He chased down almost every survivor... and roasted them alive on the embers of their own homes.”
“The cinders of Tilver’s Ford still burn, in part because Zalquis’ spirit has been consumed with rage and anger. My master has asked me, and by extension us, to send his spirit on its way.”
The Everburning
Armor Class: 2
Hit Dice: 8** (L)
Move: 150'(50')
Attacks: 1
Damage: 2d8+4
No. Appearing: 1
Save As: C8
Morale: 12
Treasure Type: E
Intelligence:4
Alignment: Chaotic
XP Value: 1750
A malevolent spirit created when a powerful spellcaster is killed and their body destroyed by fire in the same instant. As undead, Everburning are immune to sleep, charm, and hold spells. They are also immune to non-magical weapons, fire, and spells of 3rd level or under. Anyone within 20’ of an Everburning will suffer 1d4 points of damage every round.
Once every other round, an Everburning may increase it’s aura damage to 3d4+3 (save for half) out to a range of 35’, but it may not move or attack that round. Alternately it may cause no aura damage, not more or attach and instead cast fireball.
OK, now that's just nasty
ReplyDeleteI take it you like it then! :-)
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