Iuz
Iuz the Evil, Iuz the Old, The Old One, Iuz the Wicked
(Eye-yooze)Iuz the Old is the patron of wickedness. He rules the portion of the Flanaess named after him, holding court in his capital city of Dorakaa where he plots the conquest and dominion of the entire Oerth. Iuz’s wickedness and treachery are infamous throughout the Flanaess, and few creatures living outside his domain even speak his name, let alone venerate him. There is great personal enmity between Iuz and St. Cuthbert. Ceremonies venerating Iuz include foul-smelling incense or burning dung, the banging of great drums, gongs, or bells. Blood sacrifices are often part of rituals. Altars are usually of bone and include many skulls. Services to Iuz are held in ancient, filthy, and dark places. Whether Iuz is a human who has become demonic through the centuries, or whether he is a cambion (Orcus’ offspring, some suggest), no mortal knows. He has been known to appear as an ogre-sized fat man with demonic features, reddish skin, pointed ears, and long steely fingers, and as a wrinkled old man scarcely five feet tall. Iuz has no avatar. If he is slain while on the Prime Material plane, he is banished to the Abyss - just as if he were a demon prince. It is rumored that Iuz has a soul object secreted on the Abyssal Plane dominated by the Demoness Zuggtmoy, with whom he is known to consort. He is thus free to roam outside his domain without fear of permanent harm. luz rules a portion of Oerth, a horrid territory which bears its master's name, from the cursed city of Dorakaa. Few creatures beyond the boundaries of his domain will speak his name, let alone adore him. Iuz can appear as a 7'-tall, red-skinned, steely-fingered fiend, or as a shriveled old man five feet in height (he can take many forms; these are simply his habitual ones). In his taller, demonic form, Iuz usually wields a great two-handed sword +3 named Demon Claw. In his old man form, he attacks with talons and can also generate disgusting spittle which he can spit, once per round, at one target within 10 feet. Any creature hit by this vile fluid ages 1d6 years (no save). Furthermore, the body part struck becomes numb and is useless for 1d4 + 1 rounds (roll 1d12: 1 = head, 2/3 = weapon arm, 4/5 = shield arm, 6/7 = right leg, 8/9 left leg, 10-12 torso). A torso hit makes a character collapse in pain, remaining conscious but unable to perform actions. A hit to the head brings unconsciousness. In either form, Iuz is unaffected by unenchanted weapons. He usually wears an old, short cape of deepest black, which is a cloak of protection +4 and adds 20% to his magic resistance. He has 90% ability in all thief skills. He can cast spells from the following spheres: Chaos, Charm, Creation, Divination, Elemental (air, fire), Guardian, Healing (rev), Necromantic (rev), Protection, Summoning, Sun (rev), War, Wards, and Weather. Iuz also has the following powers, common to all demigods. At will: Finger of Death, Invisibility, Phantasmal Force, Protection From Good, 10' Radius {Priest Spell}, Remove Fear, summon followers (1-2creatures of the same type and alignment, up to 20 hit dice total, per day), Wall of Force. Twice per day: Dispel Good, dispel illusion, Dispel Magic {Priest Spell}, True Seeing {Priest Spell}. Once per day: Anti-Magic Shell, Command (2 round duration), Gate {Priest Spell}, Heal, Unholy Word, Limited Wish, Symbol {Priest Spell}. There is a great enmity between Iuz and St. Cuthbert. This is carried on by the servants of Iuz and St. Cuthbert's followers as well. Iuz has no real interest in challenging the other gods directly, instead choosing to undermine them on Oerth instead. While this has led him into direct conflict with St. Cuthbert, other deities, such as Erythnul are watching him as well. Thus Iuz seeks allies among the multitude of demon princes and demon queens of the Abyss. Iuz would rather overthrow the gods by conquest of the world, and he doesn't care who he has to step on to achieve that goal.
Iuz's Priests
This priesthood is cruel, barbaric, and sadistic. The priests revel in cruelty and inflicting fear on those weaker than themselves, and they forever try to outdo each other. The more exalted members of their ranks who become part of the Boneheart (three echelons of six members, though not all are priests) keep quiet in Iuz's presence unless commanded to speak. Trophy hunting is important to Iuz's priests, and a fine array of stuffed and mounted heads brings approval and esteem. Possession of a true work of art (e.g., an embalmed and stuffed paladin) gains considerable kudos for the owner. Priests of Iuz dress in rusty black (their master’s favorite color) or white streaked with rust-red bloodstains. Their ceremonies include the burning of foul-smelling substances, the beating of great drums and the clangor of bronze bells, and blood sacrifice whenever possible. Places of service to luz must be old, filthy, and dark. Altar services are typically of bone and include many skulls.Requirements
Ability scores: StdAlignment: Chaotic or Neutral Evil
Weapon: club, dagger, flail, knife, mace, staff, staff-sling, sling, two-handed sword
Armor any
Raiment: black or white robes streaked with rusty-red bloodstains
Spell Shperes: Chaos, Charm, Combat, Divination*, Healing (rev), Necromantic (rev), Summoning, Sun (rev)
Powers:
3) Change Self
5) +2 to saves versus spells cast by good-aligned spellcasters
7) Fear
9) Enervation
Turn Undead: command at + 1 level. Only these spells are available to the priests & clerics of Iuz:
First Level Spells
BlessChill Touch (P)
Combine
Command
Cause Light Wounds
Detect Good
Detect Magic
Detect Poison
Detect Snares & Pits
Detect Undead (P)
Invisibility to Undead
Darkness
Magical Stone
Putrify Food & Drink
Remove Fear
Shillelagh
Spittle (P)
Second Level Spells
AidAugury
Chant
Detect Charm
Enthrall
Find Traps
Hold Person
Know Alignment
Speak With Animals
Spectral Hand (P)
Spiritual Hammer
Third Level Spells
Animate DeadBlackhand (P)
Continual Darkness
Cause Blindness or Deafness
Cause Disease
Feign Death
Locate Object
Negative Plane Protection
Prayer
Speak With Dead
Turnbane (P)
Vampiric Touch (P)
Fourth Level Spells
AbjureAnimal Summoning I
Bonechain (P)
Call Woodland Beings (1)
Clawcloud (P)
Cloak of Bravery
Cause Serious Wounds
Enervation (P)
Free Action
Imbue With Spell Ability
Poison
Tongues
Fifth Level Spells
Animal Summoning IIAtonement (2)
Bloodgloat (P)
Cause Critical Wounds
Dispel Good
Flame Strike
Lifebane (P)
Quest
Slay Living
Screaming Skull (P)
Stone Curse (P)
Summon Shadow(P)
Venomed Claws (P)
Sixth Level Spells
Aerial ServantAnimal Summoning III
Animate Object
Chain Madness (P)
Conjure Animals
Death Touch (P)
Harm
Summon Varrangoin (P)
Vampiric Mist (P)
Word of Recall (P) Specialty Priests only
(1) creatures subject to this spell save against spells at c4 to negate the effect, since they are of a nature greatly opposed to Iuzs priesthood. If successfully sudmaned, such creatures are forced to comply with the tequest of the priest, but do so unwillingly.
(2) This spell is not often used, to say the least. Those who have offended their master don’t get second chances. Only in the case of extreme oircumstances, such as magically induced alignment change, would luz even consider the possibility of permitted atonement.
Worshipper's Alignment: Any evil, Chaotic Neutral
Areas of Concern: Oppression, Deceit, Pain
Symbol: Grinning human skull
Plane: Prime Material
Allies: Zuggtmoy, Lolth
Enemies: St. Cuthbert
True Form (No Avatar)
Hit Dice: 36
THAC0: 10
Priest Level: 16
Move: 18
Armor Class: -4 (-8 with cape)
Hit Points: 165
#Attacks: 1or 2
Damage: 1d10 + 12 or 1d4 + 10 / 1d4+10
Magic Resistance: 45% (65%with cape)
Size: M or L
Strength: 21
Intelligence: 18
Wisdom: 20
Dexterity: 18
Constitution: 18
Charisma: 18 (when he chooses)
Comments