Can move through creatures.
Any creature in reach 2 at the start of its turn takes 5 damage & DC 13 Str save or gain one level of contamination.
Will target the least contaminated hero.
The room is in deep haze. It's removed by 3 successful assess actions on his machine. When the deep haze is removed the pale man goes to unarmoured.
- •Octarine spray (1use).
Move 3 then; cone 4, all targets take DC 14 Str save or roll a d4: 1, target is confused and cannot tell friend from foe on their next turn. 2, gain one level of contamination. 3, gain one mutation. 4, 2d20 damage.
- •Insect swarm.
Move 3 into a hero's space. Gain riding. Immune to missile attacks and immune to melee weapons with a die larger than a d6 until no longer riding. Attack 4x1d6.
- •Warp bolt.
Move 3, then attack range 6, d6+20, on crit gain one level of contamination.
100 HP. Recharges octarine spray.
The pale man disperses into a writhing mass of insects. 80 more hit points and he will slink away. Every round he uses his insect swarm attack.
DM notes: At the start of combat the pale man should be behind his lectern and slap down on it (unleash the deep haze). The 3 assesses can be: Interpret the glyphs, move the wheels, lock the wheels in place.