High priest of an undead dragon king, Vashadar is a mummified dragon-man who preaches his master's godhood by day and quietly works to save the outcasts his master would sacrifice.
When the undead dragon king chose a new high priest, he wanted one shaped in his own image: a wyrmkin, one of his dragon-blooded servant race. The powerful templar Vashadar was picked, but at that time, soon after the king's death and the ruin of his old city, the wyrmkin transformation was still unstable and only settled once the subject died. So Vashadar was put through the flawed process, emerged a flawless wyrmkin, and was then slain to stop further mutation. The king raised him again as a morg, an undead kin to greater mummies.
He stands seven feet tall in the ornate robes of his office, his gray, mummified features plainly visible; he is not bound in bandages. He looks like a well-kept second-generation wyrmkin who died thousands of years ago and never stopped walking. Around his neck hangs his master's newest holy symbol, a metal disc showing a roaring dragon's head within a crimson ring. He speaks the language of the ancient fallen city and uses tongues to talk with others.
Vashadar's claws rake for 3d6. He also wields an ancient metal long sword +3 whose point snapped off long ago; when he grips it, a ghostly blade tip appears. It deals 1d8+3, plus 2 more for his great strength.
Like every morg (very few exist), only magical weapons can hurt him. He shrugs off heat-based spells and sleep, hold and charm, though cold spells harm him normally. He has templar spells: seven each of 1st through 4th level, five 5th, three 6th and two 7th.
Psionics: psychometabolic sciences complete healing and metamorphosis, and the devotions aging, body weaponry, cause decay and displacement.
Vashadar is high priest of the buried city, teaching the wyrmkin to worship their undead lord. Each day in the great temple he preaches the king's rise to godhood and the coming ascension, and every wyrmkin in the city honors him and gathers to hear him.
He believes completely that his master is divine and agrees with nearly all his decrees, but not one: Vashadar holds that all wyrmkin are the king's children, including the banished first generation in the fire-caverns. For centuries he has defied the ban on contact, visiting the outcasts to teach them and tend their needs. He recently uncovered his master's deceit toward the spirit of the fire-caverns, too late to stop over 300 first-generation wyrmkin from being made into undead warriors. He wants to save the rest without openly opposing the king, so outsiders who steer the outcasts away from the spirit's counsel win his gratitude and maybe his help.
Too recognizable to mingle with commoners, he uses metamorphosis to become Grusk, the surly, shabby second-generation wyrmkin who runs the public baths. As Grusk he gauges the public mood and watches the black river, where templars dispose of the dead. He knows his master is gathering an undead army in a cave along the river, and he keeps count of how large and strong it grows.
Only sorcerer tyrants can make a morg, spending their own vital energy along with the lives of 1,000 loyal subjects. Vashadar was made this way after enduring an early version of the wyrmkin transformation. He no longer takes part in any ecosystem, needing neither food nor water, though he draws renewal from a small share of every blood sacrifice offered to his master.
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| Climate/Terrain | New Giusetenal |
|---|---|
| Frequency | Unique |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Nil |
| Intelligence | Exceptional (16) |
| Treasure | V, Y |
| Alignment | Lawful Evil |
| No. Appearing | 1 |
| Armor Class | 4 |
| Movement | 9 |
| Hit Dice | 17 (97 hit points) |
| THAC0 | 10 |
| No. of Attacks | 1 |
| Damage/Attack | 3-18 or 1-8+5 |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | Nil |
| Size | M (7 feet tall) |
| Morale | Fanatic (18) |
| XP Value | 10,000 |
| Level | Dis/Sci/Dev | Attack/Defense | Score | PSPs |
|---|---|---|---|---|
| 6 | 1/2/4 | -/All | 12 | 150 |
Psychometabolism - Sciences: complete healing, metamorphosis; Devotions: aging, body weaponry, cause decay, displacement.