The pale man
Level 8 Solo
H225
Int ++
Crawling flesh.

Can move through creatures.

Biting swarm.

Any creature in reach 2 at the start of its turn takes 5 damage & DC 13 Str save or gain one level of contamination.

Join us.

Will target the least contaminated hero.

The deep haze will envelop all.

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.

Choose one.
  • 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.

BLOODIED:

100 HP. Recharges octarine spray.

LAST STAND:

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.