Vordak
| Statistic | Value |
|---|---|
| Climate / Terrain | Any |
| Frequency | Very Rare |
| Organisation | Solitary |
| Activity Cycle | Any |
| Diet | Nil |
| Intelligence | Genius (18) |
| Treasure | V |
| Alignment | Chaotic Evil |
| No. Appearing | 1 |
| Armour Class | 3 |
| Movement | 12 |
| Hit Dice | 9 |
| THAC0 | 12 |
| No. Of Attacks | 1 |
| Damage / Attack | By weapon or 1d12 |
| Special Attacks | Psionics, wither |
| Special Defences | +1 or better to hit |
| Magic Resistance | 50% |
| Size | M (7’) |
| Morale | Elite (13-14) |
| XP Value | 20,000 |
Description
Psionics Summary
| Level | Dis / Sci / Dev | Attack / Defence | Score | PSP’s |
|---|---|---|---|---|
| 13 | 4 / 4 / 21 | All / All | 18 | 1d100 + 200 |
Psychokinesis:
- Sciences: Project Force, Telekinesis
- Devotions: Control Body, Inertial Barrier, Levitation, Molecular Agitation, Molecular Manipulation, Soften
Psychometabolism:
- Sciences: Death Field
- Devotions: Aging, Biofeedback, Cause Decay, Double Pain
Telepathy: All science and devotions
Metapsionics:
- Sciences: Psychic Surgery, Psychic Clone
- Devotions: Cannibalize, Gird, Intensify, Magnify, Prolong, Psionic Inflation, Psionic Sense, Psionic Drain, Splice, Stasis Field, Wrench
Vordak’s look like tall, chitinous beings with a large, brain-like mass where the head should be. They often dress regally and carry enchanted weapons and shields, but never armour
Combat
When equipped with magical items, they are deadly combat opponents, but without a weapon (a state they thankfully disdain), they are terrors. A hand of a Vordak reaches out and on a successful hit, grasps and opponent. Those hit must save vs death magic, or be withered. This wither causes the target to lose much of his life force and thus, the target essentially becomes of Venerable status without the benefits. This condition may only be reversed by a Restoration. Potions of youth or longetivity automatically restore the individual. Unfortunately, this is not complete restoration , for they must immediately start at the eldest age for thier former age category. A wish, as always, fully restores an individual.
Perhaps the most feared attribute is the creatures powerful psionic capabilites. They are masters of telepathy and in game terms, are assumed to have all the sciences and devotions in that area. It is because of this that the Vordak’s speak no known language, preferring to communicate with psionics.
Vordai, are utterly immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity and death spells. Vordai are turned as Specials.
When a Vordak is slain, it reverts back to it’s origianal state, that of a purple-white crystal known as a Vordak Gem. The Vordak will begin to regenerate 1d4 points of damage a day if left alone, but the gem can be easily crushed, ending the Vordak’s reign of terror.
Habitat/Society
Vordaks were the first undead to be summoned and controlled during Vashna’s early experiments in the laboratories of his balck-steel palace in the Abyss. They are greatly feared for thier psychic powers and make excellent lieutenants in armies, because they are cable of using force to keep thier troops in-line.They are quite often seen in command of whole armies of Demons as they come pouring from the Abyss like a tide of evil. Vordak’s love to make use of thousands of hordlings, due to the panic they cause.
Vordai, despite thier chaotic nature, are long careful thinkers. Thier thinking, reflecting thier chaotic nature, will vary from casual ideas to deep concentration. Sometimes they come up with brilliant strategies, other times they are inadequate.
Ecology
Vordai are not creatures of nature. They contribute nothing and take much. Their skeletal bodies are formed around crystals of power known as ‘Vordak Gems’ which are dangerous and time-consuming to create. The process involves sacrificial offerings and requires that an Abyssal Lord invest a small (insignificant, much less than creating a glass of water) portion of thier essence into the crystal.