Ihl, corrupted lizardman knight

Introduction:
"Please have a seat. Would you like some tea?" The elder sage greeted
me in a friendly and polite way, yet I felt quite uneasy due to the
nature of my visit. "So, you want to learn something about our history
and the hero Ihl in particular?" The lizardman looked me straight in
the eyes and I was too intimidated to speak, so I just nodded. "Oh
well, it is a tragic chapter of our history and not one which is often
discussed, especially not in the presence of outsiders. But since you
have got the express permission of our leader, I am at your service.
As you may know, Ihl was the embodiment of all that is good and pure
in his days. Most of the old records state that he simply retired at
the relatively young age of 43 years.

However, this is not what really happened three hundred years ago,
when he suddenly vanished. At that time he was staying at a small
town, when it was raided by Trandal and his desertriders. Trandal
called in an old favor and forced Ihl to back off. When the bandits
ran down a helpless old man though, he could no longer sit by idle
and so he challenged Trandal and his men. He singlehandedly defeated
all of them: According to witnesses it were more than twenty well
trained soldiers.

That night the villagers celebrated his heroic deeds, but Ihl knew
that he had broken his word and that he could never return to his
fellow knights. Of course he would have never forgiven himself, if he
had not defended these people, but the knights believed that the ends
do not justify the means and therefore a knight, who does not honor
his word simply could not be tolerated.

The damage was done and Ihl set off into the night, determined to do
good on his own, without the support or the bulky rules of the
knighthood. Over the years, he made more and more concessions and
compromises further deteriorating his principles. His whole being was
corrupted, despite his good intentions and so more often than not,
his desire to help people and to eradicate all evil was twisted by
his methods and yielded the exact opposite results.

Twenty years after the incident with Trandal's raiders, he was
finally located and brought to justice by his former friends, the
lizardmen knights. But that is not the end of the story... I see you
are finished with your tea, here let me refill your cup. So, where
was I? Oh yes, after his demise, Ihl refused to let go of his life
and his strong spirit transformed him into an undead creature of pure
energy. Finally he was caught again and imprisoned using strong
magical wards, but it was not possible to destroy him and so he
remains trapped to this very day. Perhaps you can tell me why it is
so important for your people to know that particular sory?"

All of a sudden I had a very bad feeling in my stomach: Could those
foolish archaeologists have accidently freed Ihl?


Gamestats and special rules:
Ihl's current undead form is a fist sized red glowing ball of energy,
which can fly at a movement rate of 18 or SR 1 in space. In this
state, Ihl can only be wounded by magical weapons of +3 or better,
furthermore he is only affected by spells of level 4 or higher. When
he is reduced to 0 hitpoints or less, he is not destroyed, but merely
banished for a year and a day.

Ihl has two ways of interacting with the physical world in this form.
He can try to possess a person for a short period of time. He cannot
possess a living being long enough to adept to his body and actually
move around, but he can very well read the victims thoughts and align
himself to his liveforce, allowing him to locate the person within
the crystalsphere. In order to prevent Ihl from reading one's
thoughts, the victim needs to pass a saving throw vs spells with a
modifier of -4 (making the roll more difficult).

Ihl's other option is to animate empty pieces of armor in order to
move around and be able to manipulate his surroundings. His favorite
armor is a full plate mail because it allows him to appear almost
human (or lizardman like), but even if he choses a different type of
armor, which lacks armored arms and legs, he can still float around
with the armor and levitate objects as if he had invisible arms.
Furthermore he is able to talk when he is inside an armor, as opposed
to his mute energy form. When Ihl merges with the armor, his
ballshaped existence is changed to two small red glowing eyes, which
float above the armor at the exact height, where a real person's eyes
would be.

When the armor is destroyed, Ihl reverts to his old undead energy
form. Naturally Ihl can voluntarily leave a possessed piece of armor
at will.

Ihl's stats in his energy form:
Hitpoints: 100
AC: 0
AL: Lawful Evil
SA: possession, see above.
SD: Regeneration, 1 hp per round, can only be wounded by +3 weapons

Ihl's stats in armor form:
Hitpoints: Equals weight of the armor in lbs +10 for each magical
bonus of the armor.
AC: Determined by the armor
AL: Lawful Evil
Strength: 17
Dexterity: 14
Constitution: 18
Intelligence: 17
Wisdom: 15
Charisma: 16
Thac0: 14
SD: Regeneration, 1 hp per round, can be wounded by any weapon.
Weapon proficiencies: 2 * longsword, lance, crossbow, shortsword,
mace
Nonweapon proficiencies: Ride horse (18), Etiquette (16),
Navigation (15), Cooking (17), Heraldry (17)


Ihl's motivation:
Ihl has not entirely forgotten his training as an elite knight of the
lizardman and still thrives to bring down and fight evil.
Unfortunately his good intentions are undone by his ruthless way of
achieving his goals. He might for instance poison a city's water
supply to kill a criminal, which he deems has deserved death and who
is hiding somewhere inside that city. Odds are that this action will
cause the death of many innocent people, while his target might even
slip away.

On the other hand, he would never strike down an unarmed opponent or
someone who has surrendered. Furthermore he usually sticks to his
word of honor, albeit he is known to break it, should it be more
convenient for him than to stick to it (see the introduction).

Ihl's sole purpose for "living" is to bring down everything, which he
regards as evil - wealth and power do not concern him and accordingly
he cannot be bribed or bought.


Adventure Hook:
The PCs might encounter an old abandoned temple of the lizardman.
While exploring the temple (and probably looting it), they stumble
across a sealed entrance, which is secured with several warding runes.
It should be hinted, that this might be another treausry and once the
PCs break the seal, Ihl is set free. He will try to possess the PCs
and if he succeeds, he will learn that they are adventurers.

Using his second power he will merge with an old suit of full plate
armor and will pursue the PCs, since they are the type of people, who
will lead him to the roots of evil, which he can iradicate (probably
causing more harm by accident again). Besides, the PCs might come by
a magical artifact or at least a powerful magical item and while Ihl
does not covet material gain, he will conclude that powerful items
can be put to better use in his custody, so that he is better
prepared to rid the world of all evil.


Defeating Ihl:
It is not possible to destroy Ihl using brute force alone. The best
way to finish him might be the "Captain Kirk" approach to reason him
into nonexistance. In order to do this, the PCs must challenge him to
a proper duel and destroy his armor form. He is then willing to listen
to them and regards them as worthy adversaries. Once they have won his
trust, they will be able to show him what his actions are causing.
After a phase of denial, Ihl will eventually admit his errors and
leave the mortal world once and for all.

Until that time though, he is sure to give them a hard time,
interfering with their plans and wreaking havoc.