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1 CHAOS HORDES A compendium of chaos creatures for old-school roleplaying games. Steven A. Cook Contact: [email protected] Version 1.0, May 2014 For more gaming stuff visit The Borderlands, Steve’s dorky old-school gaming blog. http://dndborderlands.blogspot.ca/

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    CHAOS HORDES

    A compendium of chaos creatures for old-school roleplaying games.

    Steven A. Cook Contact: [email protected]

    Version 1.0, May 2014 For more gaming stuff visit The Borderlands, Steves dorky old-school gaming

    blog. http://dndborderlands.blogspot.ca/

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    TABLE OF CONTENTS

    Topic Page CHAOS FOLLOWERS 3 Marauders and Chieftains (plus Wild Horses) 3 Beastmen: Ungor, Gor, Bestigor and Wargor 3 Warriors, Champions and Knights (plus War Steeds) 4 Magic Items for Wargors, Champions and Knights 4 Bray-Shamans and Great Bray-Shamans 6 Sorcerers: Neophytes, Sorcerers and Exalted Sorcerers 6 Priests: Acolytes, Priests and Exalted Priests 7 Magic Items for Bray-Shamans, Sorcerers and Priests 8 CHAOS BEASTS 10 Warhounds 10 Spawn 10 Minotaurs 10 Doombulls 11 Centigors 11 Ogres 11 Trolls 11 Giants 12 LESSER CHAOS DEMONS 13 Common Demonic Traits and Abilities 13 Demon Steeds 13 Furies 13 Flesh Hounds 14 Bloodletters 14 Demonettes 14 Nurgling Swarms 14 Plaguebearers 15 Horrors 15 Flamers 15 Screamers 16 GREATER CHAOS DEMONS, EXALTED DEMONS AND DEMON PRINCES

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    Common Demonic Traits and Abilities 16 Exalted Demon Warriors and Spellcasters 16 Bloodthirsters 17 Keepers of Secrets 17 Great Unclean Ones 17 Lords of Change 18 Demon Princes 18 CHAOS MUTATIONS 19 Chaos Mutations Table I: Mortal Mutations 19 Chaos Mutations Table II: Mutations and Attributes 20

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    CHAOS FOLLOWERS MARAUDERS & CHIEFTAINS These marauding northmen pillage civilized lands with reckless abandon. They are the first wave of the chaos horde, rampaging ahead of powerful chaos warriors and champions. Mounted marauders sometimes scout in advance of the horde, espying resistance strength and wealth potential of southern settlements. Combat: Chaos marauders wear scant hides (consider as leather armor) and wield wicked maces or axes. Brutal warriors, they gain +1 to hit and damage with melee weapons.

    Chieftains also gain +1 to hit and damage with melee weapons, but prefer wielding battle axes or heavy flails. Chieftains wear thicker scraps of hide providing equivalent protection to studded leather armor.

    The wild northern horses are not as battle-trained as war horses (no charge attack possible), but they do not panic in combat as easily as typical riding horses (morale 8). Chaos Marauder: AC 8; HD 1+1; hp 6; MV 120 (40); #AT 1 axe (or flail or mace) or short bow; DAM 1d6+1 or 1d6; SV F1; ML 9; AL CE; HC II; #ENC 6+2d6; XP 15. Note: 25% chance 1d6 marauders are mounted on wild horses. Marauder Chieftain: AC 7; HD 2+1; hp 10; MV 120 (40); #AT 1 battle axe (or heavy flail) or short bow; DAM 1d8+1 or 1d6; SV F2; ML 9; AL CE; HC IV; #ENC 1 (1d4); XP 35. Note: 50% chance to have wild horse mount. Wild Horse: AC 7; HD 2; hp 9; MV 240' (80'); #AT 2 hooves; DAM 1d4/1d4; SV F1; ML 8; AL N; HC none; #ENC 1 (with rider); XP 20. Note: BEASTMEN Beastmen are mutated humanoids with hideous bestial traits. The warping nature of chaos means they may appear in almost any form, but most commonly they possess animal-like heads with twisted horns, goat-like legs and torsos varying from grotesquely bloated to fiercely muscled. Beastmen lurk in the dark forests of frontier lands, raiding civilized outposts for food or the sheer pleasure of violence. They are the most volatile of chaos troops, as prone to fighting amongst their own warbands and tribes as they are attacking settlements with other chaos minions.

    There are four general types of beastmen: ungors, gors, bestigors and wargors. Ungors are the frailest beastmen and wargors the deadliest. One visual clue to the toughness of beastmen are the lengths of their hornsungors possess little more than stumps, whereas gors, bestigors and wargors have successively longer and crueler horns. Combat: Ungors and gors typically wield javelins or spears and their hides protect them as leather armor, and there is a 50% chance any group will possess shields. Being an unruly lot, there is also a 50% chance ungors and gors will simply charge the closest possible enemies at the start of any combat, regardless of orders.

    Bestigors commonly wield axes, picks or flails, and their thick hide protects them as studded leather armor. Their great strength gains bestigors +1 to hit and damage with melee weapons.

    Wargors wear chain mail armor and favor heavy melee weapons. Their savageness and strength gain them +2 to hit and damage with melee weapons. Wargors have a 50% chance to possess magic items.

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    Ungor: AC 8; HD 1; hp 5; MV 150 (50); #AT 1 javelin or spear; DAM 1d6; SA unruly; SV F1; ML 7; AL CE; HC I; #ENC 6+2d6; XP 10. Gor: AC 8; HD 2; hp 9; MV 150 (50); #AT 1 javelin or spear; DAM 1d6; SA unruly; SV F2; ML 7; AL CE; HC I; #ENC 3+1d6; XP 20. Bestigor: AC 7; HD 3; hp 14; MV 150 (50); #AT 1 axe (or flail or pick) or short bow; DAM 1d6+1 or 1d6; SV F3; ML 8; AL CE; HC II; #ENC 1 (1d4); XP 50. Wargor: AC 5; HD 5; hp 23; MV 120 (40); #AT 1 battle axe (or heavy flail or heavy pick) or short bow; DAM 1d8+2 or 1d6; SV F5; ML 9; AL CE; HC II, III, IV; #ENC 1 (1d4); XP 200. WARRIORS, CHAMPIONS & KNIGHTS Only the strongest and most vicious northmen may become warriors, champions and knights. These fanatical soldiers form the vanguard of the chaos horde, and their thirst for blood and battle is unmatchedexcept perhaps by demons. The blessings the chaos gods grant to these fearsome mortals command respect and awe from the lesser forces of beastmen and marauders. In extraordinary circumstances, the greatest champions and knights may even ascend to demonhood. Combat: The fanatical warriors arm themselves with long, cruel swords, viciously barbed light crossbows and plate mail armor. Champions wield dire great weapons and don plate mail armor black as night. In battle, both warriors and champions gain +1 to hit and damage with melee weapons, and there is a 50% chance that any group of warriors will possess shields. Champions have a 50% chance to possess magic items.

    The powerful knights sometimes bear ensorcelled plate mail armor and weaponry, and decorate themselves with battle trophies hewn from their dying foes. Knights gain +2 to hit and damage with melee weapons, in addition to any magical accouterments bestowed upon them (50% chance to possess magic items). Knights always ride war steeds into battle. Chaos Warrior: AC 3; HD 2+1; hp 10; MV 60 (20); #AT 1 long sword or light crossbow; DAM 1d8+1 or 1d6; SV F2; ML 10; AL CE; HC II, III, IV; #ENC 4+2d4; XP 35. Champion: AC 3; HD 4+2; hp 20; MV 60 (20); #AT 1 two-handed sword or light crossbow; DAM 1d10+1 or 1d6; SV F4; ML 10; AL CE; HC VI; #ENC 1 (1d4); XP 140. Knight: AC 3; HD 6+3; hp 30; MV 60 (20); #AT 1 two-handed sword (lance if mounted) or light crossbow; DAM 1d10+2 (1d6+2, x2 if charge) or 1d6; SV F6; ML 11; AL CE; HC VII; #ENC 1 (1d4); XP 380. War Steed: AC 5; HD 3+2; hp 16; MV 120' (40'); #AT 2 hooves; DAM 1d6/1d6; SV F3; ML 10; AL NE; HC none; #ENC 1 (with rider); XP 65. MAGIC ITEMS FOR WARGORS, CHAMPIONS & KNIGHTS The following tables detail magic items commonly possessed by wargor beastmen, chaos champions and chaos knights. For brevity, the generic term champion is used hereafter instead of wargor, champion and knight. Roll 1d10 to determine if the champion possesses magic armaments, then roll on the other tables as indicated to generate specific magic items. Magic armor is always the same type as a champions normal armor, with a +1 bonus to AC.

    If any of these items are recovered and used by non-evil characters, the dark sorceries imbued within them will cause serious harm, if not death. As a rule of thumb, when any non-evil character touches or attempts to use a chaos magic item, he must succeed at a save vs

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    spells or immediately lose one experience level (or hit die). Characters should not be messing with dark chaos powers! In fact, finding the means to destroy chaos magic items could be an engaging adventure unto itself CHAOS MAGIC ITEMS TABLE I

    Roll 1d10 Magic Items Possessed 1-5 None 6-7 Weapon, roll on Table II 8-9 Armor or shield, roll on Table III 10 Weapon and armor or shield, roll on Tables II and III

    CHAOS MAGIC ITEMS TABLE II: WEAPONS

    Roll 1d8 Magic Weapon 1 Berserker Weapon: The champion gains an extra attack with this melee

    weapon each round. 2 Blood Weapon: Upon a successful hit, the victim of this weapon must make a

    save vs death. Failure indicates the attacking champion gains 1d4 temporary hit points. These hit points are lost first when the champion is damaged or disappear after 1 turn (whichever comes first).

    3 Hellfire Weapon: Upon a successful hit, this flaming weapon deals an extra 2d4 damage. If the victim makes a successful save vs spells, he reduces this extra damage by half.

    4 Poison Weapon: Upon a successful hit, this poisoned weapon deals an extra 2d4 damage. If the victim makes a successful save vs poison, he reduces this extra damage by half.

    5 Rending Weapon: All wounds inflicted by this weapon bleed for 1 extra damage point per round until a cure spell is cast upon the victim.

    6 Soul Cleaver Weapon: Upon a successful hit, the victim of this weapon must make a successful save vs death or suffer double damage. Normal damage is still inflicted on a successful save.

    7 Summoning Weapon: Instead of making a normal melee attack, the champion may dramatically brandish this weapon to immediately summon 2d4 demonic 1 HD monsters to fight for him (similar to the spell summon monster I). The monsters are mutated, chaotic versions of normal monsters, but use their standard game stats for combat. The monsters disappear after 2d6 rounds or when slain.

    8 Terror Weapon: Instead of making a normal melee attack, the champion may dramatically brandish this weapon to cause fear (similar to the spell) in all enemies within 20 feet of him. Foes within range must make a successful save vs spells or flee in panic for 1d6 rounds. Those who succeed at the saving throw are immune to the weapons fear effect for the rest of the day.

    CHAOS MAGIC ITEMS TABLE III: ARMOR, BRACERS & CLOAKS

    Roll 1d8 Magic Armor 1 Acid Armor: There is a 50% chance that any nonmagical weapon striking the

    champion in this armor is immediately destroyed by its acidic secretions. Magical weapons have a 10% chance of being destroyed or, at the referees discretion, are entitled to a saving throw to resist the acid.

    2 Armor of Damnation: A successful attack against the champion must be re-rolled. The re-roll stands whether a hit or miss.

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    3 Armor of Tortured Souls: This armor provides the champion a +1 AC bonus against all normal (non-magical) attacks.

    4 Bane Shield: Standard shield AC bonus, plus when the champion is successfully attacked, this shield allows him to make a retaliatory shield strike attack against that specific foe for 1d6 damage (adjusted normally by Strength) on his next turn in the combat round. If the champion disengages from melee combat with the foe, he cannot make the free attack. Only one shield strike attack can be gained in a round regardless of how many attacks successfully hit the champion.

    5 Chaos Runeshield: Standard shield AC bonus, plus on a successful hit against the champion with a magic weapon that weapon is negated of all magic properties for 1d6 rounds.

    6 Spelleater Shield: Standard shield AC bonus, plus this shield grants the champion a re-roll on any failed saving throw vs spells. The re-roll stands whether successful or not.

    7 Trollhide Armor: This armor allows the champion to regenerate 1d3 hit points each round. Damage from fire or acid cannot be regenerated.

    8 Wraithform Armor: This armor makes the champion appear incorporeal similar to a wraith. While wearing this armor, the champion is unharmed by nonmagical weapons and silver weapons deal only half-damage to him.

    BRAY-SHAMANS The chaos gods favor bray-shamans for they have granted them dark powers. It is said they wander mystical realms as spirits, divining secrets of the past and omens of the future through dream visions. Amongst the beastmen hordes, bray-shamans serve as priests and leaders, and are greatly feared. Even the most volatile beastman would never risk the wrath of the gods or other beastmen by striking a bray-shaman. Combat: Bray-shamans wield spells in combat, inflicting suffering upon foes and conjuring protections upon allies. Their favored melee weapon is a cruelly knotted rod called a braystaff, and their thick hides and piecemeal armor protect them as studded leather armor. Great bray-shamans also wield braystaffs, and their hide and piecemeal armor protects them as scale mail armor. All bray-shamans have a 50% chance to possess magic items. Bray-Shaman: AC 7; HD 3; hp 14; MV 150 (50); #AT 1 braystaff or sling; DAM 1d6 or 1d4; SA spells; SV C3; ML 8; AL CE; HC VI; #ENC 1 (1d4); XP 65. Spells: cause light wounds, command, bless. Great Bray-Shaman: AC 6; HD 5; hp 23; MV 120 (40); #AT 1 braystaff or sling; DAM 1d6 or 1d4; SA spells; SV C5; ML 9; AL CE; HC VII; #ENC 1 (1d4); XP 350. Spells: cause fear, cause light wounds, command, bless, hold person, striking. SORCERERS Amongst the most feared of mortal chaos fanatics, sorcerers are gifted with power to manipulate dark magics. Sorcerers unleash devastation upon all who oppose them, blasting foes into cinders with fiery wrath or destroying minds with horrific psychic onslaughts. But with this power comes corruption, for the chaos gods do not idly grant such blessings. In time, sorcerers succumb to the mental and physical rigors of the evil arcane energies they wield. Their minds collapse into vortices of insanity and their bodies twist into mockeries of their former glory. Such is the toll for power exacted by the chaos gods.

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    Combat: Chaos sorcerers harness spells in combat for they are weak fighters. When they must engage in melee, sorcerers wield unwholesomely shaped black staves or wickedly curved daggers. However, sorcerers are master tacticians and often lead warbands or armies into battle. Because of their corrupted nature, chaos sorcerers use d6 for their hit dice. Sorcerers and exalted sorcerers have a 50% chance to possess magic items. Neophyte: AC 8; HD 3; hp 11; MV 120 (40); #AT 1 staff or dagger; DAM 1d6 or 1d4; SA spells; SV MU3; ML 9; AL CE; HC II, III, IV; #ENC 1d8; XP 65. Spells: magic missile, shield, scare. Sorcerer: AC 8; HD 5; hp 18; MV 120 (40); #AT 1 staff or dagger; DAM 1d6 or 1d4; SA spells; SV MU5; ML 10; AL CE; HC VI; #ENC 1 (1d4); XP 350. Spells: magic missile, shield, scare, stinking cloud, fireball. Exalted Sorcerer: AC 8; HD 7; hp 25; MV 120 (40); #AT 1 staff or dagger; DAM 1d6 or 1d4; SA spells; SV MU7; ML 11; AL CE; HC VII; #ENC 1 (1d4); XP 790. Spells: charm person, magic missile, shield, scare, stinking cloud, dispel magic, fireball, fear. PRIESTS Chaos priests are northmen who have abandoned their former faiths and turned to the chaos gods for spiritual strength and earthly power. Priests are feared leaders amongst the mortal chaos followers, as well as military advisors and tacticians. Priests also serve as spies and recruiters in the civilized lands, hatching insidious schemes or playing to the vanity of nobles ripe for conquest, and luring new followers to the dark paths of the chaos gods. The cost of their powers is high, however, and chaos priests eventually succumb to mental and physical mutations like sorcerers. Combat: Priests are the unholy warriors of the chaos gods. They also shape the very will of the chaos gods into spells that inflict suffering and fear in their foes or bolster and rally their allies. Acolytes are the weakest priests, wearing studded leathers and wielding maces and slings. There is a 50% chance any group of acolytes will possess shields. Priests and exalted priests favor maces or flails as weapons, and array themselves in dark scale and chain mail. There is a 50% chance priests will have shields; exalted priests do not use shields for their flails are heavy two-handed weapons. Priests and exalted priests have a 50% chance to possess magic items. Acolyte: AC 7; HD 1+1; hp 6; MV 120 (40); #AT 1 mace (or flail) or sling; DAM 1d6 or 1d4; SA spells; SV C1; ML 8; AL CE; HC II, III, IV; #ENC 1d8; XP 21. Spell: command. Priest: AC 6; HD 3+2; hp 16; MV 90 (30); #AT 1 mace (or flail) or sling; DAM 1d6 or 1d4; SA spells; SV C3; ML 9; AL CE; HC VI; #ENC 1 (1d4); XP 100. Spells: cause light wounds, command, bless. Exalted Priest: AC 5; HD 5+3; hp 26; MV 90 (30); #AT 1 heavy flail; DAM 1d8; SA spells; SV C5; ML 10; AL CE; HC VII; #ENC 1 (1d4); XP 460. Spells: cause fear, cause light wounds, command, hold person, silence 15 radius, prayer.

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    MAGIC ITEMS FOR BRAY-SHAMANS, SORCERERS & PRIESTS The following tables detail magic items commonly possessed by bray-shamans, sorcerers and priests. For brevity, the generic term sorcerer is used hereafter instead of bray-shaman, sorcerer and priest. Roll 1d10 to determine if the sorcerer possesses magic items, then roll on the other tables as indicated to generate specific magic items.

    If its not explicitly obvious, a miscellaneous magic item may be considered part of a talisman, jewelry, holy symbol, staff or some other device worn or carried in-hand (referees discretion) by the sorcerer. Magic armor is always the same type as a sorcerers normal armor, with a +1 bonus to AC. Magic bracers will provide base AC 7 when worn. Cloaks will provide a +1 bonus to AC and saving throws when worn. CHAOS MAGIC ITEMS TABLE IV

    Roll 1d10

    Magic Items Possessed

    1-5 None 6-7 Miscellaneous item, roll on Table V 8 Weapon, roll on Table VI 9 Armor, bracers or cloak, roll on Table VII 10 Two items, roll 1d6 for each: 1-2 miscellaneous, 3-4 weapon, 5-6 armor,

    bracers or cloak CHAOS MAGIC ITEMS TABLE V: MISCELLANEOUS ITEMS

    Roll 1d8 Magic Weapon 1 Amulet of Chaos: At the start of its turn each round, any foe engaged in melee

    combat with the sorcerer must make a save vs spells or suffer 1d6 damage from the powerful aura of chaotic evil surrounding the sorcerer.

    2 Beguiling Gemstone: At the start of its turn each round, any foe engaged in melee combat with the sorcerer must make a save vs spells or suffer the effects of a confusion spell for that round.

    3 Book of Secrets: This corrupting tome permits the sorcerer to prepare two levels worth of extra spells each day (i.e. two 1st-level or one 2nd-level spell). However, when he casts any of these extra spells, there is a 50% chance the sorcerer must make a save vs death or suffer 1d4 damage.

    4 Collar of Chaos: The sorcerer gains +2 to all saving throws against magical effects.

    5 Crown of Conquest: This darkling crown enables the sorcerer to regenerate 1d3 hit points at the start of his turn after a combat round in which he has been damaged by enemies.

    6 Heart of Darkness: This heart-shaped, blood-red gemstone grants the sorcerer use of the bless spell once per day.

    7 Powerstone: This radiant purple crystal-like gemstone grants the sorcerer the re-use of one spell each day. Roll 1d6 to determine the spell level: 1-3 = 1st level, 4-5 = 2nd level, 6 = 3rd level.

    8 Skull of Whispers: This skull floats around the sorcerers head when in use, whispering words of power in his ears. The sorcerer gains +1 to each damage die rolled for his spells. If a spell does not deal damage, the targets suffer -1 to their saving throws against it instead. The effect lasts 1 turn and the sorcerer may use the skull once per day.

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    CHAOS MAGIC ITEMS TABLE VI: WEAPONS

    Roll 1d8 Magic Weapon 1 Blood Weapon: Upon a successful hit, the victim of this weapon must make a

    save vs death. Failure indicates the attacking sorcerer gains 1d4 temporary hit points. These hit points are lost first when the sorcerer is damaged or disappear after 1 turn (whichever comes first).

    2 Bonecrusher Weapon: When the sorcerer hits an enemy with this melee weapon, damage dice are rolled twice and the higher of the two rolls is applied.

    3 Chaos Runeweapon: When wielding this weapon, the sorcerer gains +1 to hit and damage, as well as an extra attack every second combat round.

    4 Rod of Corruption: With this rod, the sorcerer targets one enemy he can see within 60 feet. The target must save vs spells or suffer 2d4+1 damage as corrupting energy courses through him (half-damage on a successful save). At the start of each of the targets subsequent turns, he must make a save vs spells or suffer an additional 2d4+1 damage. Two successful saving throws in a row ends the rods corrupting effect upon the target.

    5 Scepter of Domination: When wielding this staff, the sorcerer gains +1 to hit and damage. In addition, once per day, the sorcerer may cast charm person.

    6 Staff of Change: When wielding this staff, the sorcerer gains +1 to hit and damage. In addition, all saving throws against spells cast by the sorcerer suffer a -1 penalty.

    7 Summoning Weapon: Instead of making a normal melee attack, the sorcerer may dramatically brandish this weapon to immediately summon 2d4 demonic 1 HD monsters to fight for him (similar to the spell summon monster I). The monsters are mutated, chaotic versions of normal monsters, but use their standard game stats for combat. The monsters disappear after 2d6 rounds or when slain.

    8 Terror Weapon: Instead of making a normal melee attack, the sorcerer may dramatically brandish this weapon to cause fear (similar to the spell) in all enemies within 20 feet of him. Foes within range must make a successful save vs spells or flee in panic for 1d6 rounds. Those who succeed at the saving throw are immune to the weapons fear effect for the rest of the day.

    CHAOS MAGIC ITEMS TABLE VII: ARMOR & SHIELDS

    Roll 1d8 Magic Armor 1 Armor or Bracers of Crimson Flame: Any foe attempting to make a melee

    attack against the sorcerer must make a save vs spells. If failed, the enemy loses his attack as he recoils in horror at an imaginary conflagration bursting from the sorcerer. If successful on his saving throw, the enemy may attack the sorcerer normally. Once a successful saving throw is made, that enemy is immune to the imaginary flame effect for the remainder of the day.

    2 Armor or Bracers of Damnation: A successful attack against the sorcerer must be re-rolled. The re-roll stands whether a hit or miss.

    3 Armor or Bracers of Tortured Souls: This armor provides the sorcerer an additional +1 AC bonus against all normal (non-magical) attacks.

    4 Armor or Bracers of the Void: If the sorcerer makes a successful saving throw against a spell cast against him, the enemy who cast that spell must make a save vs spells. If the enemy caster fails this save, the spell he just cast is permanently lost to him as dark chaotic forces summoned from beyond the Void invade and wipe his mind of magical power. When the caster next looks in his spellbook (or prays for his spells if he is a cleric or druid), he cannot

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    recognize the writings for the lost spell (or cannot properly demonstrate his faith). At the referees discretion, the spell lost is not permanent and the caster is simply temporarily confused by the writing in his spellbook (or his prayers) and cannot prepare it for 2d6 weeks. Alternatively, the spell may be re-learned if the caster comes across another version or has some divine inspiration.

    5 Armor or Cloak of Shadows: The sorcerer is engulfed in shadow and surrounded by 1d4 shadowy duplicates, making it difficult to tell his exact position. This effect functions exactly as the spell mirror image and is usable once per day.

    6 Chaos Runecloak: On a successful hit against the sorcerer with a magic weapon that weapon is negated of all magic properties for 1d6 rounds.

    7 Spelleater Cloak: This cloak grants the sorcerer a re-roll on any failed saving throw vs spells. The re-roll stands whether successful or not.

    8 Wraithform Armor or Cloak: This armor makes the sorcerer appear incorporeal similar to a wraith. While wearing this armor, the sorcerer is unharmed by nonmagical weapons and silver weapons deal only half-damage to him.

    CHAOS BEASTS CHAOS WARHOUNDS Warhounds are savage, wolf-like beasts with a thirst for blood and taste for flesh. These cruel canines possess distended, fanged maws, horns or tusks, spiked spines, flail-like tails and other similar deformities. Combat: A chaos warhound strikes once with its bite, gore, or tail attack. Warhound: AC 7; HD 1+1; hp 6; MV 180' (60'); #AT 1 bite or gore or tail; DAM 1d6; SV F1; ML 8; AL CE; HC none; #ENC 2d6; XP 15. CHAOS SPAWN Chaos spawn are misshapen creatures of pure hatred, vileness and savagery. Mutated far beyond their once-human form, chaos spawn have amorphous bloated bodies, sprout random tentacles and limbs, and drip with unnatural slimes and ichors. Combat: Randomly determine a chaos spawns maximum movement allowance each round. Because its limbs and tentacles grow and disappear constantly, a chaos spawn makes 1d6+1 attacks each round. As virtually mindless creatures, chaos spawn ignore morale checks and are immune to all mind-affecting spells and magical effects. Spawn: AC 4; HD 6+2*; hp 29; MV 2d6 x 10' (7 to 40'); #AT 1d6+1 tentacles or clawed limbs; DAM 1d6 each; SD immunity to mind-affecting magic; SV F6; ML 12; AL CE; HC none; #ENC 1 (1d4); XP 680. CHAOS MINOTAURS Chaos minotaurs are ferocious bull-headed warriors with a taste for humanoid flesh. Combat: A chaos minotaur typically attacks with its vicious bite and gore, but there is a 50% chance it wields a battle axe instead, gaining +2 to damage. A chaos minotaur suffers from bloodgreed. When it slays an enemy, there is a 1-in-3 chance the minotaur will ignore other foes and feast upon the corpse. A minotaur consumes a man-sized corpse in 1d3 rounds.

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    Once a corpse is consumed, the minotaur resumes fighting with a temporary 1d6 increase to its hit points (cannot increase above max hit points). Minotaur: AC 6; HD 6+2*; hp 29; MV 120' (40'); #AT 2 bite/gore or 1 battle axe; DAM 1d6/1d6 or 1d8+2; SA bloodgreed; SV F6; ML 12; AL CE; HC VI; #ENC 1 (1d4); XP 680. CHAOS DOOMBULLS Doombulls are the most powerful and intelligent of chaos minotaurs. Combat: A chaos doombull usually makes bite and gore attacks, but there is a 50% chance it wields a battle axe instead, gaining +3 to damage. Like a minotaur, a doombull suffers from bloodgreed. When it slays an enemy, there is a 1-in-3 chance the doombull will ignore other foes and feast upon the corpse. A doombull consumes a man-sized corpse in 1d2 rounds. Once a corpse is consumed, the doombull resumes fighting with a 1d6 increase to its hit points (cannot increase above max hit points). Doombull: AC 6; HD 8+2*; hp 38; MV 120' (40'); #AT 2 bite/gore or 1 battle axe; DAM 1d6+1/1d6+1 or 1d8+3; SA bloodgreed; SV F8; ML 12; AL CE; HC VI; #ENC 1 (1d4); XP 1,220. CHAOS CENTIGORS Chaos centigors are drunken, bloodthirsty crossbreeds of horses or oxen and chaos beastmen. Combat: In battle, a centigor batters its enemies with hoof attacks, or it wields a hand axe and shield or a battle axe (50% chance of either, +1 to AC if a shield is used). A centigor is usually massively drunk and often flies into a rage when injured in a fight. The combat round after a centigor is wounded, there is a 50% chance it flies into a drunken frenzy, gaining +2 to hit and damage until it is killed (or is victorious), but also suffering a -2 penalty to armor class. A centigor moves through thick vegetation as a druid. Centigor: AC 5; HD 4+2*; hp 20; MV 180' (60'); #AT 2 hooves or 1 weapon; DAM 1d6/1d6 or weapon; SA drunken frenzy; SV F4; ML 8; AL CE; HC II, III, IV; #ENC 1 (1d6); XP 215. CHAOS OGRES Chaos ogres are notoriously violent and difficult to control. Combat: A chaos ogre is a rather stupid creature, but it does possess natural battle cunning. Typically, a chaos ogre fights with a massive spiked club with a +2 damage bonus. Ogre: AC 5; HD 5+2; hp 25; MV 90' (30'); #AT 1 great club; DAM 1d10+2; SV F5; ML 10; AL CE; HC VI; #ENC 1 (1d6); XP 260. CHAOS TROLLS Chaos trolls are amongst the most malformed and twisted chaos creatures. Combat: A chaos troll attacks with its vicious claws and bite with a +1 damage bonus to each. Like its monstrous cousins, 3 rounds after it is first damaged, a chaos troll begins to regenerate 3 hit points per round; fire and acid damage is not regenerated. Instead of its claws and bite attacks, a chaos troll may spew noxious vomit upon enemies in a cone 30 feet long and 15 wide. Those who fail to save vs breath weapon suffer 2d6 damage and a -1 penalty to attacks and saves until they wash themselves of the putrid bile.

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    Troll: AC 4; HD 6+3**; hp 30; MV 120' (40'); #AT 2 claws and 1 bite or special; DAM 1d6+1/1d6+1/1d10+1 or special; SA vomit; SD regenerate; SV F6; ML 10; AL CE; HC VII; #ENC 1 (1d4); XP 980. CHAOS GIANTS Chaos giants are loathsome, battle-loving creatures. They are constantly drunk; they belch, fart, curse and yell at whim; they piss in the middle of battle if they need to; and they pay little heed to orders so are virtually uncontrollable. What are puny little folk going to do to stop them? Though they are a risk to any chaos commander, the collateral damage to his own forces and general havoc created by giants are acceptable as they are capable of utter devastation when caught in the throes of battle lust. Combat: A chaos giant typically attacks with a great, spiked war club with a +3 damage bonus. A chaos giant may also grab an enemy on a successful attack. When an enemy is grabbed, roll 1d6 to determine what the giant does. Giant: AC 4; HD 8+4**; hp 40; MV 120' (40'); #AT 1 great club or giant grab; DAM 2d8+3 or special; SA giant grab; SV F8; ML 11; AL CE; HC VII; #ENC 1 (1d4); XP 1,220. Giant Grab: Roll 1d6 for giants action when he grabs an enemy. 1. Stuff in bag. The giant stuffs the grabbed victim into his bag along with his other itemssuch as cows, sheep, boulders, weapons, armor and other such treasures. Starting on his next turn, the victim may make a save vs paralyze to escape the giants bag. Each round spent in the giants bag, a victim suffers 2d6 damage from being bounced around and squished by other creatures and objects. 2. Throw into melee combat. The grabbed victim takes 3d6 damage as the giant throws him into a nearby melee combat. A random target in the melee also takes 3d6 damage when the victim crashes into him. 3. Hurl. The grabbed victim is hurled 3d10 x 10 feet in a random direction and takes 3d6 damage when he lands. 4. Squash. The grabbed victim is squashed in the giants massive hands and takes 2d6+3 damage. 5. Eat. The grabbed victim is swallowed whole by the giant. The victim takes 2d6 damage each round as he is digested until he dies or the giant is slain. The swallowed victim may attack with a -4 penalty while in the giants guts, but only if he has a dagger or knife. 6. Grab another. The giant stuffs the grabbed victim into his bag (see result 1), under his armpit, or down his shirt or pants (save vs poison or victim suffers effects of a stinking cloud spell) and attempts to grab another victim.

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    LESSER CHAOS DEMONS COMMON DEMONIC TRAITS & ABILITIES Lesser demons of chaos have certain special abilities in common, described below. Infravision: Lesser chaos demons possess infravision to 60, 90 or 120 feet. Damage Resistance: Depending on type, lesser chaos demons take half-damage from cold, electrical, fire, gas or poison attacks. Frenzy: Depending on type, lesser chaos demons fly into a battle frenzy after slaying an enemy, gaining +1 to hit and damage until they are slain or all enemies have perished. The bonus is gained only once, despite multiple kills. Immunities: Lesser chaos demons are immune to charm and sleep spells (and similar magical effects). In addition, they gain +2 to saving throws to resist attempts at mental control or domination (such as command, confusion, hypnotism and suggestion spells, to name a few). Instability: Lesser chaos demons are especially volatile beings and their grip on the prime material plane is tenuous unless bound or summoned by powerful magic. Whenever a demon fails a morale check in combat, there is a 90% chance it loses its grasp on the material plane and disappears back to the chaos void. Subtract 10% from the base 90% chance for each HD possessed by the demon. For example, a 4HD demon has a 50% chance to disappear when it fails a morale check. There will always be a 10% chance for a demon to disappear regardless of its hit dice. DEMON STEEDS Demon steeds are ridden by demons or powerful chaos champions and knights. They may be any beast typewar horses, bears, lizards, etc.but regardless of their original nature, demonic steeds are hideously malformed and cruelly armed with sharp horns, spikes and armor plates. Combat: A demon steed may breathe noxious gas (or fire, lightning, cold, etc.) instead of using its hooves to attack. A steeds breath is linear, 15 feet long and 5 feet wide. All creatures in the area must save vs breath attack or suffer 3d4 damage (half-damage on a successful save). Demon steeds possess infravision to 90 feet, and take half-damage from cold, fire and electrical attacks. They also possess standard chaos demon immunities and instability. Demon Steed: AC 5; HD 4+4***; hp 22; MV 120' (40'); #AT 2 hooves or 1 breath; DAM 1d6/1d6 or 3d4; SA noxious breath; SD damage resistance, immunities; SV F4; ML 10; AL CE; HC none; #ENC 1 (with rider); XP 365. FURIES Weakest of all chaos demons, the leathery-winged furies resemble emaciated vultures with long beaks full of razor-sharp fangs. Combat: Furies typically attack in small packs, targeting isolated foes and spellcasters. Furies take half-damage from gas and poison attacks. They also possess infravision to 120 feet, and standard chaos demon immunities and instability. Fury: AC 7; HD 1**; hp 5; MV 30 (10), fly 180' (60'); #AT 1 beak or talons; DAM 1d4; SD damage resistance, immunities; SV F1; ML 7; AL CE; HC none; #ENC 3d6; XP 16.

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    FLESH HOUNDS Flesh hounds are powerfully-muscled demonic versions of warhounds. Combat: A flesh hounds rips through foes with its razor-sharp claws or great fang-filled maw, hungry for the taste of mortal flesh. A flesh hound takes half-damage from gas and poison attacks, and benefits from frenzy. It also has infravision to 120 feet, and standard chaos demon immunities and instability. Flesh Hound: AC 7; HD 2***; hp 9; MV 180' (60'); #AT 1 bite or claws; DAM 1d6; SA frenzy; SD damage resistance; immunities; SV F2; ML 9; AL CE; HC none; #ENC 2d6; XP 47. BLOODLETTERS Bloodletters are bestial demons with fanged maws, gore encrusted manes and skin that drips with blood. Combat: A bloodletter has armor plates fused to its skin and its favored weapon is a battle axe. A bloodletter takes half-damage from gas and poison attacks, and benefits from frenzy. It also has infravision to 90 feet, and standard chaos demon immunities and instability. Bloodletter: AC 6; HD 3***; hp 14; MV 120' (40'); #AT 1 battle axe; DAM 1d8; SA frenzy; SD damage resistance, immunities; SV F3; ML 10; AL CE; HC none; #ENC 2d4; XP 95. DEMONETTES Demonettes are seductively alluring yet viciously cruel female demons. Combat: A demonette wears piecemeal armor and attacks with a curved sword in one hand and a scythe-like talon in place of her other hand. A demonette exudes an aura of seduction and delight that distracts foesthose coming within 10 feet of the demonette must make a save vs spells or suffer the effects of a confusion spell for 1d6 rounds. Once a saving throw is successful, a foe is immune to the seductive aura of that demonette for the remainder of the day. A demonette has infravision to 60 feet, and takes half-damage from cold, fire and electrical attacks. A demonette also possesses standard chaos demon immunities and instability. Demonette: AC 6; HD 4***; hp 18; MV 120' (40'); #AT 2 long sword and talon; DAM 1d8/1d6; SA seduction; SD damage resistance, immunities; SV F4; ML 10; AL CE; HC VI; #ENC 1d6; XP 245. NURGLING SWARMS A nurgling swarm is a writhing mass of hundreds of tiny demons covered in boils, filth and grime. Combat: A nurgling swarm overwhelms its foes with sheer numbers. A swarm is considered to occupy a 10-foot by 10-foot area at all times and does not roll to hit, rather it simply moves into a space and any targets in that space automatically suffer 1d4 damage from the swarms mass of filthy bites and tearing claws. Unarmored foes suffer double damage from a swarm. A foe fleeing from a swarm suffers 1 point of damage for an additional 3 rounds, as some of the aggravating tiny demons cling to him. A swarm takes no damage from weapons, but may be damaged by area attacks such as spells, flaming oil or acid, and the like. A nurgling swarm has infravision to 60 feet, and takes half-damage from gas and poison attacks. A swarm also has standard chaos demon immunities and instability.

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    Nurgling Swarm: AC 7; HD 2**; hp 9; MV 120' (40'); #AT 1 swarm 10 x 10 area; DAM 1d4; SD damage resistance; immunities; SV F2; ML 11; AL CE; HC none; #ENC 1d6; XP 38. PLAGUEBEARERS Plaguebearers are grotesquely malformed, vaguely humanoid demons with rotted flesh split in dozens of places to reveal disgusting organs. Combat: A plaguebearer attacks with filth-encrusted claws. It is surrounded by a cloud of flies that buzz and distract opponents within 5 feet, imposing a -1 penalty to attacks. In place of its claw attacks, a plagubearer may vomit a stream of guts, maggots and slime in a 10-foot by 5-foot line. Those caught in the stream must make a save vs poison or be nauseated (as the stinking cloud spell) for 1d4 rounds. A plaguebearer takes half-damage from gas and poison attacks, and has infravision to 60 feet. It also has standard chaos demon immunities and instability. Plaguebearer: AC 6; HD 3****; hp 14; MV 90' (30'); #AT 2 claws or 1 vomit; DAM 1d4/1d4; SA vomit; SD cloud of flies, damage resistance, immunities; SV F3; ML 10; AL CE; HC none; #ENC 2d4; XP 110. HORRORS Chaos horrors embody pure chaos. They are only vaguely humanoid and the dark power within them causes horrors to continually sprout limbs and tentacles, and crackle with eldritch energy. Combat: In combat, a chaos horror wields corrupted spells in addition to its gangly, clawed limbs. Horrors may unleash bolts of dark energy upon enemies twice per daythis functions as magic missile cast as a 5th level spellcaster. Alternatively, once per day, a horror may make a special melee attack with one of its claws. If the horror hits, the target takes 1d4 damage as normal but must also make a save vs spells or immediately mutate into a chaos horror (as the polymorph other spell), and then join the side of chaos in the battle. The polymorph effect lasts until the target is slain or is subject to a dispel magic spell. A chaos horror takes half-damage from cold, electrical and fire attacks, and has infravision to 60 feet. It also has standard chaos demon immunities and instability. Horror: AC 7; HD 3***; hp 14; MV 120' (40'); #AT 2 claws or 1 spell; DAM 1d4/1d4 or special; SA spell-like abilities; SD damage resistance, immunities; SV F3; ML 10; AL CE; HC none; #ENC 2d4; XP 95. FLAMERS Chaos flamers are snake-like demons with gnarled maws and limbs that shoot flaming bolts. Combat: Each round a flamer makes 3 flaming bolt ranged attacks. The flamer may target up to 3 creatures within a 90-foot range. A flamer takes half-damage from cold, fire and electrical attacks, and has infravision to 90 feet. It also has standard chaos demon immunities and instability. Flamer: AC 6; HD 4**; hp 18; MV 90' (30'); #AT 3 flame bolts; DAM 1d4/1d4/1d4; SD damage resistance, immunities; SV F4; ML 10; AL CE; HC none; #ENC 1d6; XP 190.

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    SCREAMERS Chaos screamers are flying manta ray-like demons arrayed with cruel fangs, horns and slashing tendrils. Combat: A screamer attacks from the air with its long horns and slashing tendrils. If it chooses, a screamer may make a swooping horn attack upon a surprised enemy, dealing double damage. A screamer takes half-damage from cold, electrical and fire attacks, and has infravision to 120 feet. It also has standard chaos demon immunities and instability. Screamer: AC 5; HD 4**; hp 18; MV fly 180 (60); #AT 2 horn and tendril or 1 swooping horn; DAM 1d4/1d3 or 2d4; SD damage resistance, immunities; SV F4; ML 9; AL CE; HC none; #ENC 2d6; XP 190.

    GREATER CHAOS DEMONS, EXALTED DEMONS & DEMON PRINCES

    COMMON DEMONIC TRAITS & ABILITIES Greater demons, exalted demons and demon princes of chaos have certain special abilities in common, described below. Infravision: Greater chaos demons possess infravision to 120 feet. Damage Resistance: Depending on type, greater chaos demons take half-damage from cold, electrical, fire, gas or poison attacks. Immunities: Greater chaos demons are immune to charm and sleep spells (and similar magical effects). In addition, they gain +4 to saving throws to resist attempts at mental control or domination (such as command, confusion, hypnotism and suggestion spells, to name a few). Instability: Greater chaos demons are especially volatile beings and their grip on the prime material plane is tenuous unless bound or summoned by powerful magic. Whenever a greater chaos demon fails a morale check in combat, there is a 10% chance it loses its grasp on the material plane and disappears back to the chaos void. EXALTED DEMONS Exalted demons are humanoid servants of chaos who have been possessed by demonic spirits. They were chaos champions, knights, sorcerers or priests before the dark gods blessed them with greater power. They may appear in almost any physical form, but all are at least 8 feet tall and bear large wings as well as mutations and deformities befitting their demonic status. While not as powerful as greater demons or demon princes, exalted demons are deadly adversaries for they still retain some semblance of their former mortal selves.

    Exalted demons are considered either demon warriors or demon spellcasters. Combat: An exalted demon warrior is armed with a magical weapon or armor (equal chance of either) and makes 2 attacks per round with +2 to hit and damage. Roll on Chaos Magic Items Table II or III, as appropriate, to determine the item.

    An exalted demon spellcaster is armed similarly, but makes only 1 attack. Roll on Chaos Magic Items Table V, VI or VII (equal chance of each), as appropriate, to determine the item. An exalted demon spellcaster may use the following spell-like abilities at will: detect magic, dispel magic, fear, magic missile, pyrotechnics and read magic.

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    All exalted demons have infravision to 120 feet and take half-damage from cold, fire and electrical attacks. They also possess standard chaos demon immunities and instability. Exalted Demon (Warrior): AC 0; HD 7+3**; hp 35; MV 120 (40), fly 180 (60); #AT 2 great sword; DAM 1d10+2/1d10+2 and special (if magic weapon); SD damage resistance, immunities; SV F7; ML 10; AL CE; HC XXI; #ENC 1 (1d3); XP 1,300. Exalted Demon (Spellcaster): AC 2; HD 7***; hp 32; MV 120 (40), fly 180 (60); #AT 1 weapon; DAM as weapon and special (if magic weapon) or special; SA spell-like abilities; SD damage resistance, immunities; SV F7; ML 10; AL CE; HC XXI; #ENC 1 (1d3); XP 1,490. BLOODTHIRSTERS Chaos bloodthirsters are 12-foot tall, goat-legged and winged demons with minotaur-like horns and great maws full of fangs. Combat: A bloodthirster attacks with a great battle axe and barbed whip, gaining +2 to hit and damage with each. A bloodthirster has the following spell-like abilities usable at will: detect invisibility, detect magic, dispel magic, fear and telekinesis (400 pounds). A bloodthirster can only be hit by weapons of +1 or greater enchantment, and it takes half-damage from cold, electrical and fire attacks. It also has infravision to 120 feet and standard chaos demon immunities and instability. Bloodthirster: AC -4; HD 10+6***; hp 51; MV 120 (40), fly 180 (60); #AT 2 battle axe and whip or 1 spell; DAM 2d6+2/1d8+2 or special; SA spell-like abilities; SD damage resistance, immunities; SV F10; ML 11; AL CE; HC XXII; #ENC 1 (1d3); XP 3,100. KEEPERS OF SECRETS Chaos keepers of secrets stand 10 feet tall. They are goat-legged, multi-armed female demons with seductive figures, slender horns and tendril-like manes, and long slick tongues. Combat: A keeper of secrets makes an attack with each of its 4 arms, wielding a long sword, a razor-sharp claw and 2 scythe-like talons. It may use the following spell-like abilities at will: charm person, confusion, dispel magic, fear, know alignment, suggestion and true seeing. A keeper of secrets can only be hit by weapons of +1 or greater enchantment, and it takes half-damage from cold, electrical and fire attacks. A keeper of secrets also has infravision to 120 feet and standard chaos demon immunities and instability. Keeper of Secrets: AC -2; HD 9+2***; hp 43; MV 120 (40); #AT 4 (long sword, claw, 2 talons) or 1 spell; DAM 1d8/1d4/1d6/1d6 or special; SA spell-like abilities; SD damage resistance, immunities; SV F9; ML 11; AL CE; HC XXII; #ENC 1 (1d3); XP 3,100. GREAT UNCLEAN ONES Chaos great unclean ones are fat and bloated humanoid demons covered with boils, oozing pustules, filth and bloody sores. They stand about 10 feet tall and are just as wide. Combat: A great unclean one attacks once with either a great plague sword or heavy plague flail. When an enemy is damaged by the plague weapon, it must also save vs spells or suffer the effects of a cause disease spell. A great unclean one may use the following spell-like abilities at will: cause serious wounds, dispel magic, fear and stinking cloud. A great unclean one can only be hit by weapons of +1 or greater enchantment, and it takes half-damage from gas and poison attacks. A great unclean one also has infravision to 120 feet and standard chaos demon immunities and instability.

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    Great Unclean One: AC 0; HD 12+6***; hp 60; MV 90 (30); #AT 1 great plague sword or flail or 1 spell; DAM 2d6 + special or special; SA spell-like abilities; SD damage resistance, immunities; SV F12; ML 11; AL CE; HC XXII; #ENC 1 (1d3); XP 3,600. LORDS OF CHANGE Chaos lords of change are 10-foot tall carrion bird-like demons with feathered wings, great fang-filled beaks and razor-sharp claws. Combat: A lord of change attacks with its claws or it sometimes will carry a great bladed staff (treat as pole arm). It may use the following spell-like abilities at will: confusion, detect magic, dispel magic, fear, lesser globe of invulnerability, magic missile, ray of enfeeblement, read languages and read magic. A lord of change can only be hit by weapons of +1 or greater enchantment, and it takes half-damage from cold, electrical and fire attacks. A lord of change also has infravision to 120 feet and standard chaos demon immunities and instability. Lord of Change: AC -1; HD 9+2***; hp 43; MV 120 (40), fly 180 (60); #AT 2 claws or 1 staff or 1 spell; DAM 1d4/1d4 or 1d10 or special; SA spell-like abilities; SD damage resistance, immunities; SV F9; ML 11; AL CE; HC XXII; #ENC 1 (1d3); XP 3,100. DEMON PRINCES Demon princes are the most glorious servants of chaos. They were humanoid at one time, chosen from the ranks of great chaos champions and knights, sorcerers and priests, but are now raised to demonhood. They may have almost any physical form, but all are at least 10 feet tall and bear great wings as well as the mutations expected for their princely status. Of all the demonic servants of the dark gods, demon princes retain the most free will and independence. They make the keenest leaders and boldest generals amongst the chaos hordes. Combat: A demon prince is armed with a magical weapon or armor (equal chance of either) and makes 3 attacks per round with +2 to hit and damage. Roll on Chaos Magic Items Table II or III, as appropriate, to determine the item. A demon prince may use the following spell-like abilities at will: detect magic, dispel magic, fear, globe of invulnerability, magic missile, pyrotechnics, ray of enfeeblement, read languages and read magic. A demon prince has infravision to 120 feet, takes half-damage from cold, fire and electrical attacks, and can only be hit by weapons of +1 or greater enchantment. Princes also possess standard chaos demon immunities and instability. Demon Prince: AC -6; HD 13+10***; hp 69; MV 120 (40), fly 180 (60); #AT 3 great sword; DAM 1d10+2/1d10+2/1d10+2 and special (if magic weapon); SA spell-like abilities; SD damage resistance, immunities; SV F13; ML 11; AL CE; HC XXII; #ENC 1 (1d3); XP 4,200.

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    CHAOS MUTATIONS The mortal servants of chaos who most fervently exemplify the carnage and bloodthirst of their dark gods are granted boons of physical mutation. Use the following tables to determine any mutations possessed by mortal chaos followers. CHAOS MUTATIONS TABLE I: MORTAL MUTATIONS

    Chaos Mortal % Chance of Mutation Number of Mutations Marauder 10% 1 Marauder Chieftain 25% 1 Ungor* 10% 1 Gor* 10% 1 Bestigor* 25% 1 Wargor* 50% 1 Warrior 25% 1 Champion 50% 1 Knight 90% 1d2 Bray-Shaman* 25% 1 Great Bray-Shaman* 50% 1 Neophyte 25% 1 Sorcerer 50% 1d2 Exalted Sorcerer 90% 1d3 Acolyte 25% 1 Priest 50% 1 Exalted Priest 90% 1d2 *Beastmen are, by their very nature, already warped by the powers of chaos, so further mutations are entirely optional. The mutations detailed below are mostly flavorful, but many provide attributes in the form of statistical benefits or penalties to those who possess them. This table could also be used to randomly determine mutations in chaos henchmen or non-combatants, as well as for adding color to NPC descriptions in any town corrupted by chaos scenario.

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    CHAOS MUTATIONS TABLE II: MUTATIONS & ATTRIBUTES

    Mutation Attribute Mutation Attribute 1 Acid

    Excretion Touch causes 1d4 acid damage

    51 Long Neck Can look around corners or over obstacles

    2 Additional Eye

    Extra eye in head/limb/body/etc.

    52 Long Nose Enhanced sense of smell

    3 Agility +1 DEX 53 Long Spines Can make ranged dart attack each round

    4 Albino Suffers albinism 54 Mace Tail Can make melee mace attack with tail

    5 Alcoholism Constantly drunk, acts as confusion spell

    55 Magic Resistant +2 to all saves vs magical effects

    6 Atrophy Withered limb, -2 STR or DEX

    56 Mane of Hair Mane like a lion

    7 Beaked Bite causes 1d4 damage

    57 Manic Fighter +2 to morale

    8 Bestial Face Face like a beast 58 Mindless 2-in-6 chance to stare blankly each round

    9 Big Ears +1 to checks to hear noise

    59 Moronic 2-in-6 chance to act stupidly each round

    10 Birds Feet Claw causes 1d4 damage

    60 Multiple Arms May make extra attack or carry a shield

    11 Blood Rage +1 to damage after kill, not cumulative

    61 Multiple Heads Argumentative, acts as confusion spell

    12 Blood Substitution

    Weird blood causes 1d4 damage

    62 One Eye -2 to ranged attacks

    13 Breathes Fire

    5 breath attack causes 1d4 damage

    63 Overgrown Body Part

    Dont even go there

    14 Brightly Patterned Skin

    Bizarre skin colors and patterns

    64 Pin Head -1 to INT

    15 Bulging Eyes

    Proverbial bug eyes 65 Pointed Head I am Beldar! We are from France!

    16 Cloven Hooves

    Has hooves instead of feet

    66 Poisonous Bite Poisoned bite attack (class 16 poison)

    17 Cowardice -2 to morale 67 Powerful Legs Double jump distances, +10 to combat move

    18 Crest Has plumage or skin crest around head

    68 Prehensile Tail May make extra melee attack or carry a shield

    19 Crossbreed Obvious mixed race origin

    69 Puny -3 STR

    20 Crystalline Body

    AC 0 but any damage destroys

    70 Quadruped/Biped +10/-10 to combat move rate

    21 Elastic Limbs

    Melee attacks up to 10

    71 Razor-sharp Claws

    Claw causes 1d4 damage

    22 Enormously Fat

    -3 DEX 72 Rearranged Face Facial features all mixed up

    23 Enormous Noise

    Attracts or scares wandering monsters

    73 Regeneration Roll d6 per round: on a 5-6, gain 1d3 hit points

    24 Evil Eye Unnerves single foe/round, +1 to AC

    74 Resilient +1 to CON

    25 Extra Joints +1 DEX 75 Rotting Flesh Horrid stench, skin constantly flakes off

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    26 Extremely Thin

    -1 CON 76 Scaly Skin +1 to AC

    27 Eyestalks Movable eyestalks, -1 to be surprised

    77 Scorpion Tail Poisoned tail attack (class 16 poison)

    28 Fangs Bite causes 1d4 damage

    78 Short Legs -5 to combat move rate

    29 Fast +10 to combat move rate

    79 Shrink Effect as reduce spell

    30 Fear of Blood

    Save vs petrify at sight of blood or faint

    80 Silly Voice Hi, my name is Mickey Mouse!

    31 Feathered Hide

    Avian plumage all over skin or hide

    81 Silly Walk Walks silly but no government grant

    32 Featureless Face

    No features, but senses unaffected

    82 Skull Face Effect as cause fear spell

    33 Fits 2-in-6 chance for seizure each round

    83 Snake Tail Snake-like tail has rattle

    34 Flaming Skull Face

    Effect as cause fear spell

    84 Spits Acid Spit (10 range) causes 1d4 acid damage

    35 Furry Covered in hair or fur

    85 Strong +1 to STR

    36 Growth Effect as enlarge spell

    86 Suckers Effect as spider climb spell

    37 Headless Effect as blindness spell

    87 Tail Animal-like tail

    38 Hopper Halve movement rate 88 Telekinesis Effect as telekinesis spell

    39 Horns Horn causes 1d4 damage

    89 Tentacles Tentacles instead of arms

    40 Horrible Stench

    Effect as stinking cloud spell within 10

    90 Transparent Skin Effect as cause fear spell

    41 Huge Head Very large and bulbous head

    91 Uncanny Resemblance

    Resembles famous person

    42 Hunchback Proverbial hunchback

    92 Uncontrollable Flatulence

    What crawled up your butt and died, dude!

    43 Hypnotic Gaze

    Effect as hypnotism spell

    93 Vividly Colored Skin

    Bizarre skin coloration

    44 Illusion of Normality

    Looks normal until combat ensues

    94 Walking Head No torso, -3 CON

    45 Iron Hard Skin

    Half-damage from nonmagical attacks

    95 Warty Skin Covered in nasty warts

    46 Irrational Fear

    2-in-6 chance to suffer fear each round

    96 Weapon Master +1 to hit and damage with weapon

    47 Irrational Hatred

    Will always attack hated creature type

    97 Wings Effect as fly spell

    48 Levitation Effect as levitate spell 98 Zoological Mutation

    Animal-like feature

    49 Limb Loss Cant use 2-hand weapons, or halve move

    99 Invent Your Own

    50 Long Legs +5 to combat move rate

    00 Roll Twice