Vermin Lord

"Quiet now! Do you hear them? Can you feel them? My children are everywhere, eager to feast on your ripe flesh."

Prerequisite: Druid, evil alignment

Your enduring interest in the lowliest creatures grants you power over them. You cement your connection when you invite vermin to inhabit your body, to nestle in your crevices and drink deep on your fluids. In exchange, the clicking and skittering creatures serve your command, lending their power to your efforts in championing darkness.
    The vermin respond each time you wield primal magic. The more accustomed you are to these parasites, the more you learn to direct them in useful ways. Still, the cost to your body is severe. Forever more, your flesh bears the signs of the infestation you host.

VERMIN LORD PATH FEATURES

    Vermin Action (11th level): When you spend an action point to take an extra action, each enemy adjacent to you takes poison damage equal to your Wisdom modifier, and you and each ally adjacent to you gain a +2 power bonus to all defenses until the end of your next turn.
    Vermin Friend (11th level): You gain resist 10 poison. At 21st level, the resistance increases to 15.
    Wings of the Swarm (16th level): Whenever you use a primal encounter or daily attack power, you gain a fly speed of 6 until the end of your next turn.

Vermin Lord Attack 11Maggots to Flies

Your foes are horrified when squirming maggots bulge from their bodies, then transform into biting flies.

Encounter        Implement, Primal
Standard Action      Close blast 3

Target: Each creature in the blast

Attack: Wisdom vs. Fortitude

Hit: 2d6 + Wisdom modifier damage, and you can slide the target up to 2 squares.

Effect: Until the end of your next turn, each target grants combat advantage and gains vulnerable 5 to all damage.


Vermin Lord Utility 12Hive Mind

Your consciousness worms its way into you allies’ minds. You all now fight with a single purpose.

Daily        Primal
Minor Action      Close burst 5

Target: You and each ally in the burst

Effect: Until the end of the encounter, each target can communicate telepathically with any of the other targets within 20 squares. In addition, enemies cannot gain combat advantage by flanking a target, and you can use a move action to slide another target within 10 squares of you up to 5 squares.


Vermin Lord Attack 20From One to Many

Your body collapses into a seething cloud of ravenous insects. They devour anything in their path.

Daily        Polymorph, Primal
Minor Action      Personal

Effect: You assume the form of a vermin swarm until the end of the encounter or until you end it as a minor action.
    While in this form, you can occupy the same space as another creature; enemies can enter your space, which is difficult terrain to them; you cannot be pulled, pushed, or slid by melee or ranged attacks; and you can use the secondary power at will.


From One to Many Secondary Power

Daily      Poison, Primal
Standard Action      Melee 1

Requirement: The power From One to Many must be active in order to use this power.

Target: One or two creatures

Effect: Each target takes ongoing 20 poison damage (save ends). You then shift up to half your speed. Each time the target takes the ongoing damage, you can slide it 1 square as a free action.


Published in The Book of Vile Darkness, page(s) 1-27.