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Speciality Priests of the Devourer

by Jim Bobb

My Mystara campaign has taken a dark twist this past weekend. The dozen brave heroes and adventurers entering the famed Tomb of the legendary Arch-mage Acererak had returned, with 9 of their number lost, with a chilling tale of horror and defeat. The demon demilich fed off the souls of their fallen companions and used the soul energy he'd collected over the centuries to empower himself and propel him into the ranks of the Immortals. Among the survivors all had been marked for life by the physical and mental stresses Acererak put them through. One of them had been infected with vampirism, but retained control until the hapless group came face to face with the Devourer. It bent the poor character's will as the wind parts grass and humbled the other heroes as it ascended the mortal world and joined the ranks of the Immortals. Now the vampire is in the process of establishing the first centre of worship to Acererak the Devourer in the Malpheggi Swamp.

Speciality Priests of the Devourer (Devourers)

Requirements: Constitution 12, Intelligence 14, Wisdom 14
Prime Requisite: Wisdom
Alignment: Chaotic Evil
Weapons Allowed: All Blunt (type B) weapons, daggers, scimitars, scourges and scythes
Armour Allowed: Hide armour, leather, studded leather and shields
Major Spheres: All, astral, chaos, divination, healing (rev), necromantic, summoning, time
Minor Spheres: Charm, creation (rev), healing, protection, sun (rev), wards
Magical Items: Same as clerics, plus those allowed specifically to necromancers
Required Proficiencies: Astrology
Bonus Proficiencies: Necrology, netherworld knowledge

1) Devourers can command undead, commanding triple the normal number of skeletons and zombies.
2) Devourers are resistant to negative energy attacks (such as energy draining and ability draining), gaining a +3 bonus to saving throws against these attacks. If the attack offers no saving throw, the priest may make a special save to resist the attack, succeeding if they roll a 17 or higher on a d20.
3) Devourers are very resistant to the rotting diseases that various undead creatures possess. They gain a +3 bonus to any saving throws against diseased and withering attack forms, such as mummy rot or the attack of a Staff of Withering. If the attack offers no saving throw, the priest may make a special save to resist the attack, succeeding if they roll a 17 or higher on a d20.
4) Devourers are able to make an Undead Servant (as the 1st level wizard spell) once per day.
5) At 3rd level, devourers are able to cast Rain of Blood (as the 2nd level wizard spell) once per week.
6) At 5th level, devourers are able to cast Manyjaws (as the 3rd level wizard spell) once per week.
7) At 5th level, devourers gain the ability to speak with any type of intelligent undead creature. The does not make the undead more disposed towards conversing, just grants the priest the ability to.
8) At 7th level devourers gain the ability to gate in tanar'ri once per month for lasting 1 round per level:


% Roll Type
01-10 Alu-fiend (1d2)
11-20 Bar-lgura (1d2)
21-30 Cambion, Major (1d2)
31-58 Dretch (1d3)
59-71 Manes (1d3)
72-96 Rutterkin (1d3)
97-00 Succubus (1d2)

9) At 9th level, devourers are able to cast Time Pool (as the 5th level priest spell).
10) At 12th level, devourers become immune to mental control and emotional influence caused by undead, such as a vampire's charm attack.
11) At 15th level, devourers are able to absorb the spirits of newly deceased creatures. If the priest performs a small defiling ceremony requiring 5 rounds to the body within 1 turn of the creature's demise, the soul receives a saving throw versus death magic at the creature's former level. If failed, the priest is filled with a surge of life energy, temporarily gaining the following benefits:
      A +1 bonus to natural Strength and Constitution scores for 1 turn per hit dice of the creature, up to the priest's racial maximum.
      The priest is healed of 1 hit point of damage per hit dice of the creature.
      If the creature was at least 10 hit dice, the life energy may be used to restore 1 level of energy draining on anyone the priest touches within 2 rounds instead of the above benefits.
      Each time this absorbing ability is used, the priest must succeed a system shock roll or age 1 year due to the supernatural strain. Creatures that are devoured are irrevocably lost and may not be brought back by any means, mortal or divine. If a soul resists the priest successfully, it departs for it's afterlife.