Monday, July 16, 2012

Chaos Cultists, Adepts, and Prophets!

The tattooed figure before the idol continued chanting as Rathgar hewed his way through the cultists. “It was foolish to come alone!” He yelled between chants.

Rathgar pulled his sword from the thick hide of yet another cultist while blocking wicked dagger with his splintering shield. “He just keeps on talking...” he muttered.

One of the cultists in front of Rathgar opened his mouth vomiting out a green stream. Rathgar screamed, and the surrounding cultists all raised their daggers to strike him down. Nimble and Allianora’s invisibility dropped as they cut down the cultists.



The high priest paused in his chants and called out “By the dark whispers of Yaquath’qtha, that which lurks in the far beyond, I name thee worms that crawl blind under the sun!”

Nimble stumbled, his blade swinging wide as his eyes clouded over. “I can’t see!”

Allianora smashed her mace into a cultist’s head, and the body crumpled to the floor. Another instantly took his place. “Feris! Do something!”

“Way ahead of you” replied a voice next to the dark priest. Feris appeared his hand upon the cultist leader’s shoulder. His body seemed entirely tense, eyes wide. blue lightning coursed across his skin, leaving zigzag burnmarks where they flowed.”



Chaos Cultist
Armor Class: 5
Hit Dice: 1+1*
Move: 120’ (30’)
Attacks: 1 or special
Damage: by weapon or special
No. Appearing: 1d6 (5d12)
Save As: C1
Morale: 10
Treasure Type: Q
Intelligence: 9
Alignment: Chaotic
XP Value: 19

Chaos Cultists are humans who have sworn dark oaths to demons, devils or other beings from the far planes. They always appear with some mark or change that makes them stand out from normal men, even subtly, and makes those of a more lawful nature tend to shun them instinctively.

For every 6 Cultists there will be an Adept who acts as their leader. All cults will be lead by a Prophet.

Chaos cultists have been granted a boon by their dark power, and a bane that comes with it. Roll on the charts below to determine the nature of the boon. Each boon implies a type of bane. For example, claws may hinder the ability to hold items. Wings may make the use of armor difficult. Generally each cultist within a cult will share the same boons and banes.


Chaos Gifts
1. Acid/Poison Vomit (1d4 damage, 10’ range, 1/3 rounds free attack)
2. Bone Shards (1d6 damage, 20’ range)
3. Claws (1d4/1d4 damage)
4. Maw (1d6+2 bite damage)
5. Paralytic Touch (must continually touch with both hands, can’t attack while holding)
6. Split tongue (if speaking, can cast charm person. Must continue speaking, can’t attack)
7. Eyes of the Void (causes Fear)
8. Cyclopean Eye Beam (1d4+1 damage, 60’ range)
9. Noxious Fumes (causes -2 to attack)
10. Red Eyes (infravision)
11. Black Veins (causes darkness 10’ when wounded)
12. Silent Whispers (no mouth, communicates via telepathy)
13. Eyes of the Deep (never surprised)
14. More Dead than Alive (Count as undead)
15. Reptilian (+1 to AC, -1 to initiative)
16. Beastial (+1 to hit & damage)
17. Batwings (Flying 90’ (30))
18. No Bones (able to squeeze through spaces as small as 1”, bludgeoning causes 1pt of damage)
19. Carrying the Spawn of Hell (upon death a tiny humanoid demon will burst from the belly of the cultist. Use stats for Giant Rat)
20. Toad’s Tongue (15’ range, can entangle or grab)
21. Arms of the Baboon (+2 to damage)
22. Devil’s Horns (Headbut, 1d6 damage)
23. Leap of Faith (Leap attack, 30’, +2 to hit)
24. Brain Eaters (Tentacles, Entangle, automatic 1d4 damage)
25. Pestilent (surrounded by swarm of flies, -1 to hit, save vs. breath or take 1 pt of damage)
26. Serpentine (+2 to initiative)
27. Aquatic (Swim 120 (40), breath water)
28. Armored (+2 to AC)
29. Prehensile Tail (Can hold items & attack every other round)
30. Poisoned Stinger (save vs poison or suffer -5 to strength 1/day)

Chaos Adept
Armor Class: 5
Hit Dice: 3+1**
Move: 120’ (30’)
Attacks: 1 or special
Damage: by weapon or special
No. Appearing: Special
Save As: C3
Morale: 11
Treasure Type: R
Intelligence: 11
Alignment: Chaotic
XP Value: 100

Chaos adepts have taken the next step toward their dark patron, and have gained the ability to cast spells. Pick 2 first level spells and 1 second level spell from the cleric list. When available, only the reverse of a spell can be taken (i.e. cause blindness instead of remove blindness).


Dark Prophet

Armor Class: 2
Hit Dice: 5+1***
Move: 120’ (30’)
Attacks: 1 or special
Damage: by weapon or special
No. Appearing: 1 (1)
Save As: C5
Morale: 12
Treasure Type: B + O (in lair), V
Intelligence: 13
Alignment: Chaotic
XP Value: 750

Dark Prophets are the heads of Chaos cults, and are always defended by 6 Chaos Cultists. In addition to their Chaos Gift, they also can cast spells. Pick 3 first level spells, 2 second level spells, and a third level spell from the cleric list. When available, only the reverse of a spell can be taken (i.e. cause blindness instead of remove blindness)

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