1. Characters

Mannimarco

The Worm King
Mannimarco, also known as the King of Worms or the Worm King was an Altmer necromancer notable for founding the Order of the Black Worm. He began his magical studies as a student of The Psijic Order and went on to manipulate the political powers of Tamriel throughout later parts of his life. He went as far as to control the Cyrodiilic Empire as his puppet state during the Interregnum, and put forward the events that led to Molag Bal's invasion of Tamriel called the Planemeld. Mannimarco went on to become a Lich, later ascending to godhood as the "Necromancer's Moon" in his undeath, and left a legacy that would last for ages to come.

His efforts always came in sync with greater Daedric efforts, either in service to said Daedric entities or taking advantage of the upheaval these events brought to Nirn.

During the Planemeld, Mannimarco seemingly served Molag Bal and brought about the corruption of four other individuals. While the majority redeemed themselves, the damage had been done. While numerous heroes, unnamed and collectively referred to as The Vestige brought about an end to Molag Bal's efforts, Mannimarco's cult had been founded, and he gained great amounts of power. Even though Mannimarco had temporarily been confined and trapped within Coldharbor, the defeat of Molag Bal's efforts did release Mannimarco to continue his path to power.

Some time after the Planemeld, yet before the Warp in the West, Mannimarco came into battle with his fellow former Psijic Monk, Vanus Galerion. It was supposedly a heated and destructive fight between the two powerful magi, but in the end, Galerion died, and Mannimarco had ascended into the form of a Lich. Galerion's forces won, but Mannimarco managed to survive.

During the Warp in the West, Mannimarco acquired two objects; the Totem of Tiber Septim and The Mantella, and created a plane of existence all his own, called The Necromancer's Moon or Revenant.

During the Oblivion Crisis, Mannimarco attempted to overthrow the Mage's Guild, prompting the illegalization of Necromancy in the Empire. This merely brought about a rebirth and swell to the Cult that worshiped Mannimarco which aided, if not caused, the dissolution of the Mage's Guild.

After the Oblivion Crisis, Mannimarco has not been seen or heard from. Whatever he may be up to, his actions have been secret and unnoticed. Whether this is good or bad is up for debate, but nearly 250 years into the 4th Era he is nevertheless still out there, somewhere.

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Other Imagery

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Mannimarco's Statblock

Medium Undead, Chaotic Evil
Armor Class: 15 (Natural), 18 (w/ Mage Armor), 23 (w/ Shield)
Hit Points: 485 (34d20+102)
Speed: 45 ft., 45 ft. fly (hover)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
131616262018
(+1)(+3)(+3)(+8)(+5)(+4)

Saving Throws: CON +11, INT +16, WIS +13
Skills: Acrobatics +12, Animal Handling +14, Arcana +26, Athletics +10, Deception +13, History +26, Insight +14, Intimidation +13, Investigation +17, Medicine +14, Nature +17, Perception +23, Performance +13, Persuasion +13, Religion +26, Sleight of Hand +12, Stealth +12, Survial +14
Damage Vulnerabilities: Radiant, Silvered Slashing, Piercing, and Bludgeoning
Damage Resistances: Thunder, Lightning, Magical Slashing, Piercing, and Bludgeoning
Damage Immunities: Cold, Poison, Necrotic, Non-Magical Slashing, Piercing, and Bludgeoning
Condition Immunities: Poisoned, Diseased, Charmed, Exhaustion, Frightened, Prone
Senses: Truesight 60 ft., Tremorsense 60 ft., Darkvision 120 ft., Passive Perception 33
Languages: Tamrielic, Cyrodiilic, Aldmeri, Altmeri, Bosmeri, Chimeri, Dunmeri, Maormeri, Ayleidic, Bretonic
Challenge Rating: 30 (155,000 XP)
Proficiency Bonus: +9

Traits:

Spellcasting: Mannimarco is a 20th-level Spellcaster. His Spellcasting ability is Intelligence (Spell Save DC 25, +17 to hit with spell attacks). Mannimarco has the following wizard spells in his spellbook.

  • Cantrips (At Will): Chill Touch, Infestation, Lightning Lure, Mage Hand, Message, Prestidigitation, Resistance, Toll the Dead
  • 1st-Level (At Will): Inflict Wounds, Mage Armor, Shield
  • 1st-Level (8 slots): Absorb Elements, Arms of Mora, Bane, Detect Magic, False Life, Find Familiar, Frost Fingers, Hex, Sparks, Unseen Servant
  • 2nd-Level (1/Short Rest): Corrupting Smite, Crown of Madness, Darkness
  • 2nd-Level (6 slots): Blindness/Deafness, Blur, Enlarge/Reduce, Enthrall, Heat Metal, Invisibility, Hold Person, Levitate, Locate Object, Mirror Image
  • 3rd-Level (6 slots): Animate Dead, Ball Lightning, Bestow Curse, Counterspell, Dispel Magic, Fly, Hunger of Mora, Life Transference, Lightning Bolt, Phantom Steed, Revivify, Spirit Shroud
  • 4th-Level (6 slots): Aura of Life, Blight, Death Ward, Dimension Door, Guardian of the Grave, Shadow of Coldharbor, Vitriolic Sphere
  • 5th-Level (6 slots): Awaken, Cloudkill, Cone of Cold, Contagion, Danse Macabre, Enervation, Modify Memory, Scrying
  • 6th-Level (4 slots): Arcane Gate, Chain Lightning, Circle of Death, Create Undead, Disintegrate, Harm, Word of Recall
  • 7th-Level (4 slots): Finger of Death, Plane Shift, Resurrection, Simulacrum, Wall of Bones
  • 8th-Level (2 slots): Demiplane, Mighty Fortress, Power Word: Stun
  • 9th-Level (2 slots): Gate, Mass Harm, Power Word: Kill
  • 10th-Level (1 slot): Mighty Force
  • 11th-Level (1 slot): Mannimarco's Killing Wind

Legendary Resistance (5/Day): If Mannimarco fails a saving throw, he can choose to succeed instead.

Rejuvenation: So long as Mannimarco's phylactery remains intact, if Mannimarco is reduced to 0 HP, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance: Mannimarco has advantage on saving throws against any effect that turns undead.

Negative Energy Aura: Mannimarco is immune to Necrotic damage and instead heals from it. Any Necrotic damage dealt to Mannimarco restores hit points equal to the necrotic damage that would have been dealt.

Shine of the Necromancer's Moon: On Mannimarco's turn, he can activate or change one of several auras to have active around him. Each Aura has a different effect as listed below.

Divine Prowess: All Skills Mannimarco is proficient in have become skills he has expertise in. All skills he is not proficient in become skills he is proficient in.

Divine Magic: You gain access to the Cleric spell listing in its entirety. You may cast five Cleric spells of any level per day without using a spell slot (Still Requires an Action).

Divine Vitality: Provided you have taken no damage since the beginning of your previous turn, you regenerate health equal to 6d10 plus your Wisdom modifier. You are resistant to Poison damage, Immune to Disease, and have advantage on saves against being petrified or paralyzed.

Divine Potency: All Damage dealt, by spells, traits, abilities, or weapon attacks, is increased. After rolling all dice, and calculating all bonuses, multiply the result by 3.

Divine Resistance: You gain three uses of Legendary Resistance. You are immune to all non-magical damage. You are also immune to one type of damage of your choice and resistant to two other types of damage of your choice.

Divine Awareness: You gain Truesight, Blindsight, and Tremorsense out to a range of 60 feet.

Divine Vigor: All limited-use class/race features are usable twice as many times per day. Your speed increases by 15 feet. You also gain 3 Legendary Actions per round.
Actions:

Paralyzing Touch. Melee Weapon Attack: +12. Reach 5 ft., one creature. Hit: 30 (3d6*3) cold damage.

The target must succeed on a DC 22 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Retribution: One time per round, if Mannimarco takes damage while this aura is active, he can choose to take half damage instead and select one creature within the aura to reflect the other half of the damage to.

Aura of Decay: Any creature that starts its turn within 30 feet of Mannimarco must succeed on a DC 21 Constitution saving throw or take 45 (4d6*3) necrotic damage. On a failed save, the creature's Strength score is also reduced by 1d4 regardless of whether or not they are immune to necrotic damage.

A creature's Strength score reduction in this way can only be undone via Greater Restoration or equivalent/greater magic.

Aura of Feasting: This aura extends from Mannimarco to cover the entire battlefield. If any creatures within this aura are still making death saving throws at the next initiative 20 count, they immediately die and restore 50 hit points to Mannimarco. Creatures killed in this way raise as undead in service to Mannimarco.

Bonus Actions:

Reactions:

Corpse Explosion: When a creature, undead or otherwise, is killed, Mannimarco may use a reaction to cause the corpse to explode, dealing the creature's total hit dice as necrotic damage to all living creatures within 20 feet of the corpse.

Targets must make a Constitution saving throw (DC 22). On a failure, they take full damage, half as much on a success.

Legendary Actions: Mannimarco, King of Worms, can take 5 Legendary Actions, choosing from the options below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Mannimarco regains all spent Legendary Actions at the start of his turn.

Cast a Spell (1 Action): Mannimarco casts a spell that is either a cantrip, or a leveled spell between the levels of 1st to 3rd.

Cast a Spell (2 Actions): Mannimarco casts a leveled spell that is of 4th or 5th level.

Cast a Spell (3 Actions): Mannimarco casts a leveled spell that is of 6th or 7th level.

Paralyzing Touch (2 Actions): Mannimarco uses his Paralyzing Touch ability

Frightening Gaze (2 Actions): Mannimarco fixes his gaze on one creature he can see within 10 feet. The target must succeed on a DC 25 Wisdom saving throw against this magic, or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the saving throw, or the effect ends otherwise, the target is immune to Mannimarco's gaze for the next 24 hours.

Disrupt Life (3 Actions): Each non-undead creature within 20 feet of Mannimarco must make a DC 25 Constitution saving throw against this magic, taking 63 (6d6*3) necrotic damage on a failed save, or half as much on a successful one.

Mythic Actions: As an aspirant of the godhood of death, there is no perishing easily. Death is eternal, Death is inevitable, Death cannot be prevented. But, do gods die?

Bone Armor: If Mannimarco is reduced to 0 hit points, he does not fall unconscious. Instead, he regains 200 hit points. Additionally, skeletal minions immediately swarm Mannimarco's body to protect him, granting him an additional 100 temporary hit points in the form of a full body armor of bone. So long as the temporary hit points exist, the bone armor remains in place. While the bone armor remains, Mannimarco's AC is increased by +2.

If someone deals damage, while in melee range, to this temporary hit point pool, and does not reduce the temporary hit points to 0, the bone armor partially fractures, dealing 66 (4d10*3) piercing damage to the creature that dealt this damage.