Within the darkness of the void, The Unnamed One sits within his citadel and revels in the entropy that spreads throughout the multiverse. Behind his throne an obsidian dais rises above his shoulder and upon the dais rests a chair made of bone and flesh. Upon this gruesome seat The Black Seed watches over his master's shoulder and awaits his commands.
The Black Seed is not a person, but a title granted to the greatest priest of The Unnamed One. To attain the position, one must stand before the great deity and formally challenge the current Black Seed over his shoulder. Only by vanquishing the current Black Seed may a new one ascend to the level of demigod and stride the planes at his master's command.
The current Black Seed is Siriki, The Hand of Corruption. He was once simply a mortal human priest who was gifted with an unusually powerful manifestation of the Dark Mark, his entire body was made incorporeal including all of his current equipment and armor. He proceeded through the ranks of the priesthood and established his own temple deep within the bowls of a dormant volcano. From his temple, he spread disease and death across the face of the land as his power grew to rival that of even the most potent of paladins and priests.
Siriki used his accumulated knowledge and power to create the Staff of Corruption, an unholy weapon that rivaled the power of some minor deities. In an attempt to stop his eventual ascendance, some deity anonymously sent a powerful Solar to retrieve the staff and slay Siriki. Through the course of the battle, Siriki's temple and the majority of his followers were destroyed. Using his new weapon, and the powers gathered through a lifetime of strife Siriki was able to defeat the Solar.
The battle cost Siriki more than he was prepared to lose, it weakened his ties to the material plane and his body began to drift completely into the ethereal realm. Siriki refused to relinquish the power he had gained so chose the only way out he could see, and he challenged the Black Seed. Details of such battles are never known to others than the deity and the surviving Seed, but it is obvious Siriki ascended to a deific existence.
Siriki can materialize physically at will but most often stays in his incorporeal state. He spends much of his time traveling the plane of shadow and is the primary intermediary between his deity and mortals. Often he is sent to a plane where mass death has occurred to spread pestilence and plague.
Dogma: Siriki teaches his followers to not fear death and disease. He urges his followers to spread disease and create infected undead whenever possible.
Clergy and Temples: Siriki has a small cult in Traykon that venerates him as their patron. They are solitary in nature but meet once a year at some great necropolis to pray to Siriki and create great acts of blasphemy and evil. The location of such meetings are known only to members of the cult and it is believed they are directed to the site by Siriki himself. During this celebration, sacrifices are made and greater undead are created from the victims. Rumors persist that Siriki himself often materializes to speak to his followers but so far nobody who has happened upon one of these evil celebrations has ever lived to talk about them.
There is only one known temple to Siriki and it's location is the subject of much debate. Writings recovered from cultists refer to a great underground complex guarded by animated statues and undead of all types. Sages who have read the writings believe that the temple does exist but it's location is so well hidden that few cultists themselves have ever been there. Cultists are known to have secret shrines dedicated to Siriki where they practice sacrifice. The cultists pray for spells at dusk. Nights of the new moon are considered holy nights for the cultists and on these nights they can be found attempting to spread disease and pestilence wherever they are. Siriki himself cannot grant the spells but The Unnamed One grants his clerics spells by proxy.
Siriki attacks using his spells, spell-like abilities, and staff in combat. He seldom takes material form, instead relying on his vast array of magical abilities to take down foes.
Spell-Like Abilities: At willóanimate dead, cause fear, chill touch, circle of death, contagion, create greater undead, create undead, death kneel, death ward, destruction, energy drain, enervation, horrid wilting, insect plague, poison, slay living, summon swarm, teleport without error (self plus 100 pounds of objects only), wail of the banshee. These abilities are as the spells cast by a 20th-level sorcerer (save DC 21 + spell level).
Spells: Siriki can replicate cleric spells as a 20th-level caster (DC 16 + spell level). He can also replicate sorceror spells as a 6th-level caster (DC 13 + spell level). Siriki has access to the domains of Death and Disease.
Summon Undead (Sp): Siriki can summon up to 64HD of undead four times per day.
Transfixing Gaze (Su): Held (as the hold person spell) until released by Siriki, 30 feet, Will save (DC 46) negates. If Siriki is slain or moves more than 30 feet away, an affected creature is released. The casting of a wish or miracle can also release a held creature. Note that Siriki only has to remain in range of an affected creature to maintain this ability. He does not have to concentrate on it.
Disease (Ex): Touch, double strength demon fever (2d6 temporary Con damage per day, DC 36 to remove, must succeed at second Fortitude save or lose 2 points of Con permanently). Even paladins and characters normally not affected by disease are subject to Siriki's touch. Deities of higher rank are immune to this ability.
Staff of Corruption: +5 Quarterstaff, (Ghost Touch, Shocking)
The staff deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creatureís 50% chance to avoid damage does not apply to attacks with the Staff of Corruption.) It can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, the staff counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
Upon command, the staff is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. The staff deals an extra 1d6 points of electricity damage on a successful hit.
Any creature slain by the Staff of Corruption turns into a Ghast the following round. The Ghast is under the command of the wielder. Ghasts controlled in this manner do not count toward the character's HD limit for controlled undead. After 24 hours, the ghasts are freed from the control of the staff.
When Siriki uses the special abilities of the staff, it does not use up charges. The staff has virtually unlimited charges as long as it remains in his possession. Anyone touching the staff is immediately subject to Siriki's Disease ability. Siriki is immediately aware of the name and location of anyone who comes into possession of the staff should it ever be separated from him.
Telepathy (Su): Siriki can communicate telepathically with any creature within 100 feet that has a language.
Incorporeal: Siriki has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, Siriki has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).
Siriki can enter or pass through solid objects, but must remain adjacent to the objectís exterior, and so cannot pass entirely through an object whose space is larger than him. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from Siriki when he is inside an object. In order to see farther from the object he is in and attack normally, Siriki must emerge. He has total cover while inside an object, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he attacks. Siriki cannot pass through a force effect.
Sirikiís attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against him. He can pass through and operate in water as easily as he does in air. Siriki cannot fall or take falling damage. Siriki cannot make trip or grapple attacks, nor can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions. Siriki has no weight and does not set off traps that are triggered by weight.
Siriki moves silently and cannot be heard with Perception checks if he doesnít wish to be. He has no Strength score, so his Dexterity modifier applies to both his melee attacks and his ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to him. Siriki has an innate sense of direction and can move at full speed even when he cannot see.
Materialization: As a full round action, Siriki can take physical form. Once he does this he no longer retains the Incorporeal subtype and is treated as any other physical entity. Reversing the process is a standard action. Siriki may only stay in physical form for two hours per day, attempts to materialize longer fail.
Emanation (Sp): All creatures with 6 or fewer HD who come within 100ft. of Siriki become frightened. If the subject succeeds on a Will save (DC 23), it is shaken for 1 round.
Domain Powers: Siriki may use a death touch once per day. His death touch is a spell-like ability that is a death effect. Siriki must succeed at a melee touch attack against a living creature (using the rules for touch spells). When he touches roll 20d6, if the total at least equals the creatureís current hit points, it dies.
Salient Divine Abilities: Siriki points to any mortal within his sensory range and snuffs out its life. There must be an unbroken line of effect between Siriki and the target. As a free action, Siriki can generate a cloud of darkness that rises from his body in a spread with a radius of 10 feet and 10 feet high. The cloud blocks sight as a deeper darkness spell does, except that it cannot be countered by light effects (other than those cast by deities of higher rank). Living creatures must make Will saves (DC 14) or die. Even with a successful save, living creatures still gain two negative levels (the save DC to remove the negative levels is the same as the first Will save). A single creature can be drained by the cloud only once per day, but the cloudís darkness remains effective.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Demigod Abilities: Siriki can see, hear, touch, and smell at a distance of 1 mile. As a standard action, he can perceive anything within 1 mile of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour, or any location where a contagious disease is spreading. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to 1 hour.
Other Divine Powers
As a demigod, a roll of 1 is not an automatic failure but calculate success or failure normally. Siriki is immortal.
Portfolio Sense: Siriki senses the spread of disease whenever 1,000 or more beings are involved.
Create Magic Items: Siriki can create any kind of magic item that spreads disease or poison, as well as minor magic staves, as long as the itemís market price does not exceed 4,500gp.
Divine Aura: Sirikiís divine aura extends in a radius up to 10 feet (Will save DC 13). Siriki generally chooses either the resolve or frighten effect.
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