Vermissa

The Undying One, Queen of Worms, Matron of Ghouls

24th-level Lich Priestess (Charnelist)

Str: 10

Dex: 12

Con: 15

Int: 18

Wis: 20

Cha: 16

Armor Class: –3

THAC0: 6

Movement: 6

Hit Points: 90

Alignment: Lawful Evil

Special Attacks: Aura of power (creatures of 5 HD or less must save vs. spells or flee for 5–20 rounds), chilling touch (Dmg: 1–10 hp, permanent paralysis).

Granted Powers/Dark Gifts: Animate dead by touch (3/day), skull scry (see through any corpse within 17 miles, at will).

Special Defenses: Never surprised (robes), +1 magical weapon to hit, immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, and death spell.

Saving Throws: PPDM 2; RSW 4; PP 3; BW 6; S 5.

+3 on all saves (ring), +4 magical attack adj. (Wisdom).

Size: 5’8”

WP: staff, footman’s flail, footman’s mace, warhammer. NWP: ancient history (16), ancient languages (Kadari, 17), musical instruments (flute, horn, 10); local history (13), gaming (14), reading lips (15), necrology (19), netherworld knowledge (18), spirit lore (12), anatomy (17); herbalism (16), reading/writing (18), religion (19), spellcraft (15).

Spells: bless, command (x2), call upon faith (TOM), darkness, detect good, emotion read (TOM), protection from good, sanctuary, spiritual hammer, undead alacrity; aid, augury, barkskin, draw upon unholy might (TOM), enthrall, know alignment, hold person (x2), music of the spheres (TOM), resist turning, withdraw; bestow curse, dispel magic (x3), life drain (x3), memory read (TOM), prayer, protection from fire, speak with dead; abjure, cause insanity (x2), mental domination (TOM) (x2), rapport (TOM), solipsism (TOM) (x2), thought broadcast (TOM), poison (x2); dispel good, imbue undead with spell ability, quest, scourge (x2), slay living, undead regeneration (x3); asphyxiate (x3), aerial servant, animate object, summon undead (x2), wall of thorns; confusion, energy drain, mindkiller (TOM).

Equipment: A loose purple gown (robe of eyes), an electrum choker adorned with writhing worms and set with a massive 5,000 gp emerald (functions as a helm of telepathy), a gold and amethyst earring (an adapted ioun stone, absorbs 58 spell levels), a ring of spell storing (contains dispel magic, dispel good, undead regeneration (x2), word of recall), ring of protection +3, staff of withering (20 ch.), talisman of divining embedded in an gold arm band (detects magic, 44 ch.), and three handglyphs of power wrapped around the wrists and lower arms like exotic bracelets (fire (2 ch.), disintegrate (1 ch.), power word, stun (2 ch.)).

Appearance: For a lich, Vermissa’s body is remarkably well-preserved, still possessing the same voluptuous curves and alluring contours of an attractive young woman. Vermissa carries the full weight of her undead transformation in her face, where the skin has shrunken tight over her skull, and her eyes burn with infernal radiance in their empty sockets. She sometimes uses a solipsism to disguise her true nature (she can subdue her aura, chilling touch, and glowing eyes at will). Vermissa’s voice can be soft and sweet (she can sing beautifully) when she is receiving visitors; when angered, however, her voice gains a tone of commanding power and malevolence.

Background: Vermissa lived when the first Necromancer King ruled Sahu in the distant past. She founded the Cult of Worms, directly challenging King Uruk’s authority. Even then, Vermissa’s power was great, and Uruk dared not anger Thasmudyan, her infernal patron. Rather than destroying Vermissa, Uruk and eight of his barons forged an eternal prison for their nemesis. They lured Vermissa into the Garden of Eternity and locked her within using nine seals of power.

Vermissa raged against Uruk, but he left her there to perish. In time, Uruk passed away, and his dynasty faded into oblivion, but Vermissa lived on, granted the gift of lichdom by Thasmudyan. Although she is prevented from physically leaving the Garden, others can enter and leave at will.

She has since rebuilt her Cult of Worms into a semblance of its former glory. Vermissa has cultivated relationships with powerful necromancers like Kazerabet (see her NPC sheet), providing ancient lore in exchange for destroying a seal of her prison. Now only three seals remain, and she is slowly training her own branch of wizards through Pizentios (see his NPC sheet). Once her private corps of necromancers is sufficiently powerful, she will be free at last.

Role-Playing Notes: Vermissa is a master manipulator, a priestess and politician with a long-term view. Her living cult members control all the villages on Sahu, and her countless undead minions (ghouls and ghasts mostly) range freely over the island's “haunted” highlands. Vermissa’s power is strongest on Sahu. She can project her spirit into any undead creature on the island and see through the eyes of any corpse within a score of miles from her lair. Her power extends, more tenuously, from Sahu to the mainland beyond, where her fanatical cult members have insinuated their way into positions of political power and authority.

Vermissa's quick and agile mind has been numbed by centuries of boredom. She would gladly welcome a party of explorers into her subterranean Garden to relieve some of the monotony. She might even let some of them live if they are suitably entertaining. If not, their remains can be served to Thasmudyan at his next infernal feast. Hostile visitors will meet a similar fate.

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