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Dyzallin Shraen

Dyzallin Shraen wants nothing more than bring the city of Shraen under his sole control. Having secured the aeon orb that Aroden left behind, Dyzallin labors to unlock its secrets.

When House Shraen was exiled from Zirnakaynin for vile religious practices deemed unsavory even by other drow, Dyzallin Shraen sought a new home with the rest of his clan. Many drow perished along the way, including several of Dyzallin's relatives and rivals. Because the survival of the house was at stake and House Shraen didn't balk at the idea of raising their fallen as undead, many of his rivals returned—often more powerful than before. By the time the exiled drow house discovered the ancient xulgath city that would bear their name, the living among them had become an underprivileged minority.

While Dyzallin was one of the few who had survived the deadly exodus, in the end, he too chose undeath, deeming life detrimental to his quest for power. Leveraging all his connections within his faction, the Sunscar Oath, Dyzallin acquired a set of scrolls detailing a secret method of attaining immortality through mummification atop a specially prepared mirror.

More powerful than ever before, the newly undead Dyzallin swiftly accumulated wealth and influence, rivaling even Zyra and Nyrinda Shraen, the city's leaders. He isn't yet ready to challenge the status quo in Shraen, but he believes his time is near at hand.

Dyzallin has recently focused his attention on the magic orb he learned about in Xul-Khundur. He initially thought the orb was designed to control cave worms; this power alone he might have leveraged into a plot to surprise and eliminate his rivals. But he learned the orb's true purpose, and believes that its life-giving energies might allow him to utterly destroy the undead kin who stand in his way. He has acquired the orb's resonant reflection, and as a curious side effect, his rotten skin is beginning to heal, and he feels more energetic than he has in millennia. Convinced of the orb's power, Dyzallin believes it is only a matter of time before he unlocks its magic and gains control of Shraen.

Campaign Role

As the current keeper of the aeon orb that the heroes seek, Dyzallin has unwittingly become the adventure's main antagonist. Until the heroes arrive in Shraen and start causing trouble, Dyzallin isn't even aware of them; even while they're in Shraen, Dyzallin is too involved in his research to spare them much attention. When the heroes finally assault his tower, he arranges for the most powerful defense he can muster. Dyzallin isn't interested in why the heroes want the orb, and he's prepared to keep it from them at any cost.

Because of Dyzallin's mirror rejuvenation ability, it's likely he survives the encounter with the heroes. After his defeat, the eternally patient mummy starts anew, determined to find another way to gain control of Shraen. If the heroes angered him enough, he might pursue them to the surface, only to discover the other aeon orbs there for the taking. Dyzallin could become a significant threat to the Starstone Isles and might return as an ongoing threat to the heroes.

Recall Knowledge - Undead (Religion): DC 49
Unspecific Lore: DC 47
Specific Lore: DC 44

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Proficiency without Level

Dyzallin ShraenCreature 19

Legacy Content

Unique NE Medium Mummy Undead 
Source Pathfinder #155: Lord of the Black Sands pg. 86
Male drow mummy mage
Perception +32; darkvision
Languages Abyssal, Common, Elven, Necril, Undercommon
Skills Acrobatics +31, Arcana +33, Deception +38, Diplomacy +34, Intimidation +36, Occultism +35, Religion +28, Shraen Lore +31, Society +33, Stealth +31
Str +2, Dex +6, Con +4, Int +6, Wis +3, Cha +9
Items +2 greater striking hand crossbow (10 bolts), scroll of heroism (9th), scroll of maze, scroll of unrelenting observation, wand of manifold missiles (7th), circlet of persuasion
AC 42; Fort +30, Ref +32, Will +33; +1 status to all saves vs. magical effects and positive effects, +2 status to all saves vs. mental effects
HP 380 (negative healing); Immunities death effects, disease, paralyzed, poison, sleep, unconscious; Resistances electricity 20; Weaknesses fire 15
Mirror Rejuvenation (divine, necromancy) When Dyzallin is destroyed, necromantic energies rebuild his body inside the mirror in his laboratory over the next 1d10 days. His re-forming body is visible in the mirror, but the mirror can't be destroyed while he is re-forming unless a consecrate ritual is first cast upon it. Once Dyzallin's rejuvenation is complete, he steps out of the mirror.Utter Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 2 while in Dyzallin's utter despair aura. They can't naturally recover from this fear while in the area but lose the frightened condition immediately upon leaving the area. When a creature first enters the aura, it must succeed at a DC 39 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune to the paralysis caused by the utter despair aura for 24 hours.Attack of Opportunity [reaction] Dyzallin can use Attack of Opportunity when a creature within his reach uses a concentrate action, in addition to the usual trigger. He can disrupt triggering concentrate actions, and he disrupts actions with a successful attack roll, not just a critical success.
Speed 25 feet
Melee [one-action] fist +34 [+30/+26] (agile, finesse), Damage 4d10+12 bludgeoning plus insidious mummy rotRanged [one-action] hand crossbow +36 [+31/+26] (range increment 60 feet, reload 1), Damage 3d6+12 piercing plus insidious mummy rotOccult Spontaneous Spells DC 41; 10th time stop (1 slot); 9th dispel magic, foresight, overwhelming presence, telepathic demand (4 slots); 8th magic missile, phantasmal calamity, scintillating pattern, uncontrollable dance (4 slots); 7th duplicate foe, paralyze, visions of danger, warp mind (5 slots); 6th feeblemind, mislead, repulsion, true seeing (4 slots); 5th dispel magic, hallucination, shadow blast, synaptic pulse (4 slots); 4th clairvoyance, fly, read omens, suggestion (4 slots); 3rd blindness, clairaudience, dispel magic, nondetection (4 slots); 2nd augury, blur, hideous laughter, invisibility (4 slots); 1st charm, floating disk, illusory object, item facade; Cantrips (10th) detect magic, ghost sound, mage hand, read aura, sigil
Divine Innate Spells DC 41; 8th moment of renewal; 2nd darkness (at will), faerie fire (at will); Cantrips (10th) dancing lights
Occult Rituals DC 41; 7th legend lore; 6th commune, terminate bloodline
Channel Rot (divine, necromancy) Dyzallin can deliver insidious mummy rot through any weapons he wields.Familiar Dyzallin has an undead raven named Grimbeak as a familiar. Grimbeak can fly, has negative healing, shares all of Dyzallin's immunities, and grants him an additional 7th-level spell slot (already incorporated into the stat block).Insidious Mummy Rot (curse, disease, divine, necromancy) This disease and damage from it can't be healed until the curse is removed. A creature killed by this curse turns to sand and can't be resurrected except by a 9th-level resurrect ritual or similar magic; Saving Throw DC 39 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 15d6 negative damage and stupefied 2 (1 day)