TEXT: LPJ9572
  3.5 SYSTEM COMPATIBLE
  faLLen of obsidian twiLight: asi Magnor
  
  - fallen of obsidan twilight: asi Magnor -
  Asi Magnor
  Sheathed in fragrant wrappings and armored by magic and 
  sheer age, the undead emperor Asi Magnor conquered the 
  world before, and after, his death. He radiates power and 
  malevolence, the desire to rule and the power to clutch the 
  world in his claw-like hands or crush it beneath his sandaled 
  feet.
  Background
  Asi Magnor was born into a long and unbroken line of 
  kings in the desert Kingdom of Shaan. The Shaan were 
  known, before the cataclysm, as a peaceful and cosmo-
  politan people with ornate and elaborate death rituals, but in 
  the time of Asi Magnor, some three thousand years before 
  the cataclysm, they were a war-like people with advanced 
  cities, agriculture and great command of magic.
  When Asi Magnor ascended to the throne of the Shaan 
  Empire he levied an enormous army from their Mountain 
  cities and set out to conquer new lands to add to the Empire. 
  Magnor was an immensely powerful warrior-priest and a 
  talented, if brutish, commander. Land after land fell to the 
  Shaan until the known world was almost universally held 
  within the Shaan dominion.
  Client states were bled dry, slaves were taken in enormous 
  numbers and Asi Magnor’s harem swelled to thousands of 
  concubines and wives who gave him an enormous number 
  of heirs, interbred with the many peoples of the world and 
  returned – once they grew – to their ‘native’ lands to act as 
  rulers in Asi Magnor’s stead.
  Asi Magnor sought ways to conquer the only thing left to 
  him, death itself. The Shaan had long had elaborate death 
  rituals and had raised the undead as guardians of their fabu-
  lous necropolis. This was not enough for him though, to 
  return as some husk did not appeal to him, he wanted to live 
  forever and bent his will towards accomplishing that goal, 
  rejecting undeath and seeking for some other path.
  He failed, time and again and, in his bitterness as he 
  approached his death he took his legions with him into the 
  grandest necropolis ever built. None returned, all had been 
  interred with him as he died, legions of the dead to protect 
  the greatest and richest tomb ever conceived.
  When the cataclysm occurred and the great meteor fell from 
  the sky, Asi Magnor, who had rejected undeath for himself, 
  rose from his grave. As did the other warrior kings that 
  had been interred in the other necropolis, their servants, 
  their soldiers, their wives and concubines, their horses and 
  everything else that had once been alive in the tombs. Their 
  sacred geometry enhanced the energy of the meteor and 
  the legions of the dead poured out of their tombs under the 
  command of Asi Magnor and wiped out the living Shaan, 
  who had grown weak and scholarly in the intervening 
  millennia, raising them to swell the ranks of their armies.
  Asi Magnor, once dismissive of undeath, now embraced 
  it and reveled in the enormous power that he felt surging 
  through his dry and creaking flesh. He raised his sword 
  and pointed it out at the world, unleashing his legions 
  on a world that was battered and half destroyed already, 
  overrunning nation after nation and slaughtering anyone 
  and everyone he saw, seeking to claim the world in a new 
  empire as he had held it in life.
  Resistance was weak and futile to start with but, eventually, 
  Calix Sabinus and an alliance of other parties managed to 
  get organized and to stand against Magnor’s legions under 
  the vampire lich’s leadership. Asi Magnor was frustrated 
  over and again in his battles, though he was slowly grinding 
  down his enemies. Then everything changed, Calix Sabinus 
  came to his full power and the counterattack began, fuelled 
  by arcane magic and an embrace of undeath, both of which 
  Asi Magnor could not fully comprehend, rooted in the 
  divine as he was and still not fully accepting, in his heart of 
  hearts, of his status as undead.
  Asi Magnor was defeated in his necropolis city in a final 
  battle that also saw the breaking of the angel Zebadiah and 
  his humiliating use as a battle standard. Asi Magnor was 
  struck down, cut into pieces and burned, his ashes scattered 
  to the winds.
  Since Asi Magnor’s death a succession of ancient warrior 
  kings, wives and concubines have squabbled over the 
  wreckage of his mountain kingdom, but there are rumors 
  that he was not completely destroyed, that the ash is 
  reforming, that there are rituals, that his withered organs in 
  their jars still beat and pulse and that the great priest-king 
  may yet return to reclaim his empire with a fresh army and 
  a new appreciation of death and the power it can bring.
  Meanwhile, cults amongst the dead seek to find the truth of 
  the rumors, either to find a way to exercise power over his 
  spirit and his remains or to find a way to prevent his rise, 
  should it turn out to be true.
  In the ruins of Shaan Saa Halaan, the once-and-again first 
  concubine of Asi Magnor, appears to be gaining the upper 
  hand in claiming his legacy and so, despite the breaking of 
  the Empire, The Shaan lands and mountains may rise to be 
  a threat once again…
  Asi Magnor
  Mummy CR 30
  Male Human Mummy, CR 5, Cleric 10, Fighter 15
  LE Medium Undead
  Init +0; Senses Darkvision 60 ft., Eyes of Darkness; 
  Perception +20
  Defense
  AC 25, Touch 10, Flat Footed 25 (+10 Natural, Scale Mail 
  +5)
  
  - Page 3 -
  HP 564
  Save Fort +28, Ref +10, Will +23
  DR 5/-, Immune: Undead Traits
  Defensive Abilities Undead Traits (Ex) Undead are 
  immune to death effects, disease, mind-affecting effects 
  (charms, compulsions, morale effects, phantasms, and 
  patterns), paralysis, poison, sleep, stun, and any effect that 
  requires a Fortitude save (unless the effect also works on 
  objects or is harmless). Undead are not subject to ability 
  drain, energy drain, or nonlethal damage. Undead are 
  immune to damage or penalties to their physical ability 
  scores (Strength, Dexterity, and Constitution), as well as 
  to fatigue and exhaustion effects. Undead are not at risk of 
  death from massive damage.
  Weaknesses vulnerable to fire
  Offense
  Speed 25 ft.
  Melee Severance +38/+41 (2d4+10/13) or slam +38 
  (1d8+9 + Mummy rot)
  Special Attacks Touch of Darkness, Touch of Evil, Scythe 
  of Evil, Despair (DC 36), Mummy Rot (DC 36)
  Cleric Spells Known (CL 10, +20 ranged touch)
  Domains: Darkness, Evil
  5th – Flame Strike, Insect Plague, Mass Inflict Light 
  Wounds, (Summon Monster V).
  4th –  Divine Power, Giant Vermin, Unholy Blight, (Shadow 
  Conjuration).
  3rd –  Animate Dead, Bestow Curse, Prayer, (Deeper 
  Darkness).
  2nd –  Bull’s Strength, Death Knell, Desecrate, Eagle’s 
  Splendor, (Align Weapon).
  1st –  Bane, Bless, Command, Divine Favor, Doom, 
  (Obscuring Mist).
  0th – Detect Magic, Guidance, Read Magic, Resistance.
  Statistics
  Str 29, Dex 11, Con -, Int 10, Wis 20, Cha 30
  Base Attack: +28/+23/+18/+13/+8/+3 CMB +37 CMD 38
  Feats Alignment Channel (Evil), Alignment Channel 
  (Law), Bleeding Critical, Blind-Fight, Blinding Critical, 
  Channel Smite, Cleave, Command Undead, Critical Focus, 
  Critical Mastery, Deafening Critical, Exhausting Critical, 
  Fleet, Great Cleave, Greater Vital Strike, Improved Vital 
  Strike, Leadership, Power Attack, Quick Draw, Sickening 
  Critical, Skill Focus (Perception), Staggering Critical, 
  Stunning Critical, Tiring Critical, Toughness, Vital Strike, 
  Weapon Focus (slam).
  Skills Appraise +4, Climb +19, Diplomacy +14, Handle 
  Animal +25, Heal +9, Intimidate +25, Knowledge (history) 
  +4, Knowledge (nobility) +4, Knowledge (planes) +4, 
  Knowledge (religion) +10, Perception +20, Ride +15, 
  Sense Motive +9, Spellcraft +4, Stealth +11, Survival +15, 
  Swim +19.
  Languages Common, Celestial, Abyssal.
  SQ Eyes of Darkness (Su): At 8th level, your vision is not 
  impaired by lighting conditions, even in absolute darkness 
  and magic darkness. You can use this ability for a number 
  of rounds per day equal to 1/2 your cleric level. These 
  rounds do not need to be consecutive.
  Class Features:
   • Aura (ex): Asi Magnor has a Lawful-Evil aura.
   •  Channel Energy (su): Asi Magnor can channel up to 
  5d6 of negative energy to harm living creatures or to 
  heal undead, as well as for other purposes.
   •  Bravery +4 (ex): Asi Magnor receives a +4 bonus to 
  Will saves against fear effects.
   •  Armor Training 4 (ex): Asi Magnor offsets the 
  Armor Check Penalty of armor by 4 and increases the 
  maximum Dex bonus of armor by the same amount.
   •  Weapon Training 3 (ex): Asi Magnor receives a +3 
  bonus to hit with heavy blades, a +2 bonus with light 
  blades and a +1 bonus with axes.
  Special Features
   • Proficient with natural weapons. 
   • Undead do not breathe, eat, or sleep.
   •  Touch of Darkness (Sp): As a melee touch attack Asi 
  Magnor can cause a creature’s vision to be fraught with 
  shadows and darkness. The creature touched treats all 
  other creatures as if they had concealment, suffering a 
  20% miss chance on all attack rolls. This effect lasts 
  for five rounds. Asi MAgnor may use this ability eight 
  times per day.
   •  Touch of Evil (Sp): Asi Magnor can cause a creature 
  to become sickened as a melee touch attack. Creatures 
  sickened by this touch count as ‘good’ for the purposes 
  of spells with the ‘evil’ descriptor. This ability lasts for 
  five rounds. Asi Magnor can use this ability eight times 
  per day.
   •  Scythe of Evil (Su): Asi Magnor can give a weapon 
  touched the unholy special weapon quality for five 
  rounds. He can use this ability once per day.
   •  Despair (Su): All creatures within a 30-foot radius 
  that see Asi Magnor must make a DC 36 Will save or 
  be paralyzed by fear for 1d4 rounds. Whether or not 
  the save is successful, that creature cannot be affected 
  again by Asi Magnor’s depair ability for 24 hours. This 
  is a paralysis and a mind-affecting fear affect.
   •  Mummy Rot (Su): Curse and disease—slam; save Fort 
  DC 16; onset 1 minute; frequency 1 day; effect 1d6 
  Con and 1d6 Cha; cure —. Mummy rot is both a curse 
  and disease and can only be cured if the curse is first 
  removed, at which point the disease can be magically 
  removed. Even after the curse element of mummy rot is 
  lifted, a creature suffering from it cannot recover natu-
  rally over time. Anyone casting a conjuration (healing) 
  spell on the afflicted creature must succeed on a DC 20 
  caster level check, or the spell is wasted and the healing 
  has no effect. Anyone who dies from mummy rot turns 
  
  - fallen of obsidan twilight: asi Magnor -
  to dust and cannot be raised without a resurrection or 
  greater magic.
  Weaknesses
   • Asi Magnor is vulnerable to fire.
  Equipment
   •  Severance: A great, two handed sword in the shape 
  of a crescent moon, almost like an enormous sickle. 
  The blade is made of a magical bronze and was once 
  wielded in the service of the Shaan sun god, though 
  it has now been corrupted to the service of the Night 
  Serpent Who Bounds the Void. The blade counts as a 
  +1 weapon in normal circumstances but as a +4 weapon 
  against other-worldly creatures such as ghosts or those 
  from other planes. It is said to cut your 
  soul as 
  well as your body, slaying you in two 
  worlds and those killed by it cannot 
  be resurrected or raised as undead.
   •  Flail of Plenty: A wand in the shape 
  of a farmer’s flail, though much 
  smaller, this wand was once wielded by the rulers of 
  the Shaan to bless their people and their crops. As with 
  Severance the wand has been perverted and now hurls 
  bolts of Magic Missile (Caster level 9th, 50 charges, 1 
  charge per use).
   •  Crook of Rule: Once a symbol of life and justice the 
  crook has become a staff of evil, channeling magic to 
  raise the dead as warriors and to swell the wielder to 
  grotesque proportions. (50 charges, Create Undead 1 
  charge, Righteous Might 5 charges).
  Written by James ‘Grim’ Desborough with Louis Porter Jr. 
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  Fallen of Obisidian Twilight: Asi Magnor, Copyright 2009, Louis Porter Jr. 
  Design, Inc.
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