Nemesis Possession (Lich Lords of Helca)

Steel Realms

When they are particularly and vehemently opposed to one of the living, the Lich Lords may possess their animations (and some true undead) as agents – imbuing them with their will and hate. The nemesis state causes them to take a sickly green-gray aura around the head and/or mouth, and some even become frenzied – attacking in ways they normally do not (jumping, their remains attacking after the body drops, sundering themselves to get a final attack, etc.). They will attempt to grapple and bite – gaining the frenzied grapple in most cases. A greenish slime drips from their mouth as their masters speak through them, and in addition to normal damage, those bitten may be afflicted with a disease that causes both necrosis (damage) and a wasting that slows their reactions (initiative) down.

Greater: In a few cases, zombie animations may be infused with a greater status at the cost of consuming their form after possessing them. They become a small conduit of divine power, essentially manifesting as a ‘priest’ of the Lich Lords and channeling a small bit of power stolen from Djerduth (the god of death). This animation speaks with the voice of the Lich Lord possessing it – causing Fear and the ability to channel minor spells. They can also intelligently control the actions of all Lich Lord animations within 40m of them.


i20™ Nemesis Possession Details

Grapple (Bonus Action; to gain Advantage) and bite (d8). Victims must make a DC 10 Constitution check or take another d6/3 from disease and suffer a minor wasting that imposes disadvantage on initiative (re-check initiative immediately) until a Short Rest or the disease is alleviated.

Agentus (+5 Attack; speaks with Lich Lords voice; fear) + Cleric lvl 1 Spells: Shield of Faith, Inflict Wounds

iCore iCore™ Nemesis Possession Details

iCore Text

Realm's Aptitude Powers: Divine, Occult, and Psychic