Contents
Chapter 3
Warriors of Chaos
The Warriors of Chaos
The Warriors of Chaos, also known as the Hordes of Chaos, the Followers of Chaos, Chaos Undivided, the Northern Barbarians or simply just Northmen, are the names given to a race of savage, warlike tribes of Human Barbarians that occupy the harsh and unforgiving lands of the uppermost North, known in the lands of the Old World as the dreaded Northern Waste. To all those that faced them, the northern warriors are considered by all to be the enemies of the entire world, whose unwavering worship to an uncaring and sadistic pantheon of ancient and evil Gods has given them a single driving motive to usher in the inevitable downfall of all mortal kind into their hellish enslavement.
Out of all the many threats that the Old World must face, none strikes such fear and misery into the hearts of Men like the Followers of Chaos. Slaves to darkness all, they have given themselves wholly to the Ruinous Powers, some willingly, others because they felt they had no other choice. Chaos itself is a corrupting influence upon the world, like a dark, malign cancer that eats at the minds of all those that live within the World. No single race, no matter how noble or powerful, will ever be safe from their barbaric invasions, nor are they safe from the seductive whispers of the Dark Gods. However, out of all the mortal races that Chaos has corrupted over the centuries, perhaps the greatest and most numerous of their followers are those of Mankind.
Humans and Chaos. The race of Mankind is a paradox upon the World, for although they are considered the world's greatest defenders against the darkness that is Chaos, they are nevertheless also one of Chaos's greatest and most numerous servants. The corruption of Chaos runs deep within the blood of Men, and its influence upon Human history has literally shaped the founding of entire Nations. From the Northern Waste, armies of the Dark Gods would attack the southern lands time and again, slaughtering without reason, pillaging that which is not nailed down, and just simply wrecking wanton destruction to the nations of the Old World. No matter how many of these marauders are killed, no matter how many invasions are pushed back and enemy armies annihilated, the Hordes of Chaos can never truly be defeated, and after a few years of relative peace, they shall once more come down south and begin the vicious cycle once again. So long as there is still Chaos within this world, there will also be those evil and greedy men that are wholly willing to serve them.
The Origins of Chaos. Long before the coming of Mankind upon the fertile lands of the Old World, the World was originally a lush paradise guarded by the powerful beings known only as the Old Ones. These intelligent and benevolent entities originally had a purpose for this worlds creations, and went about drawing it closer to the sun and seeding the earth with the first forms of life. However, a catastrophic event had occurred in an unknown point in time that has since cursed the World to its inevitable damnation. A great calamity befell. Something glorious, wonderful, and powerful died, and when it did, the Great Polar Warp Gates, once a marvel of technology, collapsed, and with it, the raw stuff of Chaos flowed like a river upon the harsh lifeless lands of the northern and southern waste. Boiling out from the wound within reality itself were the Daemons and their warping powers of magic. The effects of the gate’s destruction created all manner of abominations, and from these abominations came the first Incursion of Chaos. Since those ancient times, Chaos has corrupted all those that would dwell so near to the north, and whose influence on Mankind will forever plague their history till the end of time itself.
No one now knows when Humanity first entered the Old World or from whence they truly came, though the most ancient records of the Dwarfs tell the steady movement of Humans over the Worlds Edge Mountains over a period of several centuries, sometimes fleeing more powerful tribes of Men, other times fleeing the rampaging hordes of Greenskins. Other sources say that Humanity spread north from the southern continents, and made the first true communities along the coast of the Tilean Sea and the Black Gulf. Some of these tribes have migrated so far afield that they've even colonized the territories of what is today the Darklands and the rolling plains of the Eastern Steppes, a frigid land bordering closely to the Northern Waste.
And though Chaos wended its ways into the hearts and minds of these people, and launched attacks from the swirling regions in the north, it was limited in its hold on Mankind. Throughout the millennia, Chaos would produce Daemons and let them loose, but these creatures were not of this world and could not venture too far south. The corruption of Warpstone and the lashing Winds of Magic created herds of Beastmen to inhabit the dim places, but still Chaos could not thrive within a world still filled with hope and peace, for without mortals to fear them, they could not sustain their will. It was then, however, that one of the first true follower of Chaos was born unto this world.
The first Warrior. A savage primitive from an unknown land, Be’lakor is remembered as the first mortal to give his soul to the Ruinous Powers. A powerful warrior and stalwart Champion of Darkness, the Dark Gods favored him the most, luring him north to the Chaos Wastes, where he penetrated deeper and deeper into this bleak land until he came face to face with the maddening Realm of Chaos itself. The Dark Gods rewarded his courage by destroying his mortal shell and recreating him in their image: that of a Daemon Prince.
In this new form, he was a terrible force. He stood at the heads of his legions, destroying any and all who crossed his path, attracting mortals from all over to join his legions. In time, he was worshipped as a God. But, as his power and influence grew, so too did his pride. It was in his arrogance and his belief that he was an equal to the Greater Gods that spelled his downfall. The Four Powers cast him low, and Tzeentch, the Changer of Ways, cursed him, transforming him from a demigod to a confused and crazed spirit that would ever after exemplify Chaos. He became the Harbinger, He Who Crowns Conquerors. He would never champion the cause of Chaos. He would for all time be a servant and thrall to those mortals who attracted the attention of the Ruinous Powers.
Ever since then, the shadow of Chaos has spread far into the northern lands of the World. Those Human tribes that cling to its borders were soon corrupted by its influence. Some of these tribes tried to fight back against the darkness, for no sane Human being would so willingly give up their souls to damnation. However, the honeyed whispers of the Dark Gods swayed them to their service and destroyed those that still did not bend to their will. In time, the northern people of the Hung, Kurgan and Norse were all swayed into eternal damnation.
Kurgans. The Kurgans are a race of copper skinned nomads native to the Eastern Steppes north of the Dark Lands and Kislev and east of Norsca. The Kurgans are the most numerous of the Northmen tribes, highly nomadic and equally capable fighters and travelers on horseback and on foot. During major incursions, the Kurgan make up a fairly significant part of a Chaos Army and have been known to raid Kislev, The Empire, Norsca and other nations alike. They are feared as incredibly proficient and savage warriors.
Due to their mobility and nomadic lifestyle, they are often the quickest to join a major Chaos incursion, usually as scouts and outriders. Even though they are fierce combatants in their own way, they truly excel at bowmanship and as skirmishing horse archers. The Kurgan also share blood relations with the northern Ungols and to a lesser extent, with the Gospodars. Indeed, the Gospodar were once a part of the Kurgan people before their exodus into the lands of Kislev.
Kurgan Major tribes:
- Gharhars
- Tahmaks
- Kul
- Dolgans
- Tokmars
- Yusak
- Khazags
- Avags
- Aghols
- Kvelligs
- Hastlings
Hungs. The Hung are a nomadic oriental race of hunters and gathers, shorter and squatter than the people of Cathay but otherwise resembling them. The Hung inhabit the areas to the north of Cathay in the Far East and Naggaroth in the New World. Out of all the Northmen tribes living within the Far North, the Hung are perhaps the least well known, for they have never been seen raiding the lands of the Old World. Instead, these marauding horsemen are only seen raiding the lands of Cathay and those of Naggaroth. Perhaps out of all the Northmen tribes, the Hung are by far the most uncivilized, for their lifestyle is a primitive one that is more reminiscent of hunters and gathers then even tribal nomads.
The Hung are horsemen par excellence, and they breed tough, small horses on their cold mountain slopes which can survive where larger southern warhorses would starve. They ride these into battle when they attack the more civilised lands to their south. Indeed, they have all but overrun the fell fortresses of the Druchii on more than one occasion. The Hung are known infamously for their mischievous and treacherous nature, even amongst the people of the Northmen tribes.
Hung Major Tribes:
- Wei-Tu
- Dreaded Wo
- Man-Chu
- Kuj
- Chi-An
- Mung
- Tu-Ka
Hierarchy. There are no forms of Government amongst the barbarians of the north. Indeed, the very nature of nations, law and order goes against and sometimes outright contradicts the nature of Chaos itself. As such, the only forms of unity amongst these barbarian raiders are their oaths of allegiance to powerful Champions, blood ties to their own Tribes and a strict military hierarchy dominated by the concept of strength. Most if not all the barbarians of the northern waste had started out life as a member of a Tribe or Clan amongst the peoples of the Norse, Kurgan and Hung. These Northmen societies are usually comprised of many different cultures, traditions and their own respective versions of the Chaos Gods. Nonetheless, each of these Tribes usually follow the same type of social structure based upon the strongest ruling over all.
The Norse tribes living within the frigid lands of Norsca are each ruled by a King, who distributes hunting grounds and territory to his lords, who are known as Jarls. The Jarls in turn bestow gifts and favor upon their sworn warriors, who are known as Bondsmen. Warriors occupy the most vaunted and esteemed place in Norse society, due to the warlike nature of the Northern tribes and their insatiable lust for glory and battle. The rest of Norscan society consists of the elderly, the infirm and the women. At the very bottom rung of Norscan society lies the Thralls, slaves taken in raids for use as menial labor, as consorts, and worse, as sacrifices to appease the dark hunger of the Chaos Gods. Kurgan and Hung tribal society also follow a similar form of hierarchy, but instead of Kings and Jarls, these Barbarians are lead by powerful Chieftains known as Zars, perhaps in imitation of the Tzars of Kislev.
Outside of these tribal hierarchy, warbands of Chaos Warriors are usually united under the ruthless banner of a particularly powerful Chaos Warrior, known as Champions. These Champions are naturally the strongest and most powerful individual within the warband and often bear stigma of the Dark Gods favor. These Champions often in turn, follow the command of an even more powerful Chaos Champion known as Chaos Lords, either out of admiration for his power and skill or by being forced into the ranks after being beaten into submission. The motives and ambitions of these Champions are widely diverse, but the most common goal is simply to gain more power and obtain the highest favor of the gods through acts of conquest.
The Ruinous powers
Perhaps the strongest unifying force amongst the Northmen tribes is their dedication and worship of the Four Gods of Chaos. Each and every living inhabitant within the harsh lands of the Northern Waste know full well the powers of these malevolent entities, for their influence can be seen all around the lands and its people. Corruption, mutation and warfare are but just a few signs of the Dark Gods influence upon the World.
Khorne. The blood God is the God of anger, violence, and carnage. Every act of violence gives Khorne power, regardless of whether it was committed by his followers, his enemies or those ignorant of his existence. There is an age old saying of the followers of Khorne which illustrates this best: "Khorne cares not from whence the blood flows". He is the most powerful of the gods, and those who follow him are possessors of great strength, courage, and bloodlust, who are bestowed with great power. Khorne is the embodiment of mortals' courage, glory, and strength.
Tzeentch. The Changer of Ways is the Chaos god of sorcery, change, and manipulation. Tzeentch is closely associated with sorcery and magic, as well as dynamic mutation, and grand, convoluted scheming. The domains of history, destiny, intrigue and plots are his chief interests, and in pursuit of these aspects he listens to the dreams and hopes of all and watches their plans take form. He is not content to merely observe, however, and chooses to interfere in the skeins of fate in order to fulfill his own, unknowably complex schemes. Tzeentch is known by an endless multitude of names, but the chief titles he bears are the Changer of the Ways, the Master of Fortune, the Great Conspirator and the Architect of Fate. Tzeentch embodies mortals' ambition, knowledge, and hope.
Slaanesh. The Dark Prince is the Chaos God of Pleasure, Passion, and Decadence. Lust, pride and self indulgence are the hallmarks of all who follow him. Slaanesh can assume any form; male, female, hermaphrodite or asexual; when looked upon by a mortal Slaanesh takes the form of the sex of their desire. Slaanesh is the core rival of Khorne, whom he considers his opposite. Slaanesh is the embodiment of mortals' desire, greed, lust, and indulgence.
Nurgle. The Plague Lord is the Chaos god of disease, destruction, decay, and Death. His titles include the Fly Lord, Great Corruptor, Master of Pestilence, Lord of Decay (the translation of his Dark Tongue name, Nurgh-leth) and represents morbidity, disease and physical corruption. He is described as a huge, fat, pox infected creature with antlers, and a grotesque body. He is considered the most "friendly" of the chaos gods, for he is the only god to care about those who follow and worship him. His personality is considered joyful, kind, and happy in demeanor. His main enemy is Tzeentch, the Lord of Change, because their power comes from opposing sources. Tzeentch is hope and ambition, while Nurgle is defiance born of despair and hopelessness. Nurgle embodies mortals' desire to elude death, and to live.
Followers of Khorne
Khorne is said to smile upon feats of valor, strength and blood drenched warrior skill, and is the patron of proud warriors who set themselves against the odds and emerge triumphant through strength and skill. The blood God is also said to exalt the brave of both sides of the battle, while at the same time laying his terrible vengeance upon the cowardly and craven.
On one side of his nature, Khorne is the embodiment of honor and courage, and those who have put their faith in Khorne are just as likely to be honorable warriors as blood crazed killers, and often times it is that they are both at the same time. The Warriors of Khorne, though gore maddened berserkers all, take no artful approach to killing, for such indulgent displays serve only to empower Slaanesh, the honorless adversary of Khorne amongst the company of the gods. This is also due to the warrior code of the devotees of Khorne, who believe it is the solemn right of every warrior to die an honorable death in battle with sword and axe in hand. Khorne is the second eldest and perhaps the mightiest of the Gods of Chaos.
Blood Reavers
Advancing upon their foes in a great, howling mass, the cannibalistic Bloodreavers make up the bulk of Khorne’s mortal hordes. These savage tribesmen hack and stab until they are covered from head to foot in the enemy’s blood, fighting desperately to win the favor of their dark god.
Blood Reaver
Medium humanoid, chaotic evil
- Armor Class 17 (light chaos armor)
- Hit Points 52 (8d8 + 16)
- Speed 9m.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 14(+2) 8(-1) 11(+0) 9(-1)
- Skills Athletics +6
- Senses passive Perception 10
- Languages Common
- Challenge 3 (700 XP)
Mark of Khorne. This warrior bears on its skin the blessing of the blood God. It scores critical hits on a roll of 19 or 20. It also has advantage on Athletics checks and Strength saving throws.
Actions
Multiattack. The blood reaver makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +6 to hit, reach 1,5m, one target. Hit: 9 (1d12 + 3) slashing damage.
Blood Warriors
Born from the red raw horror of the most violent battles, Blood Warriors are relentless howling killers whose fury burns hot enough to shimmer the air. Only when a mortal has fought long and hard, and wrought such ruin upon his foes that he is blood soaked from head to toe, does he become a Blood Warrior. The Blood God looks down upon the gore drenched killer, triumphant over the corpses of countless foes, and is much pleased. Thus, he bestows his gifts upon them, and claims them as his own. Khorne’s dominion over the Mortal Realms is so great that any can fall to this Red Baptism, be they devoted worshipper of Khorne, simple tribesman or noble and pure hearted knight. Even those who fought furiously against Khorne’s monstrous servants just hours before can find themselves suddenly transformed. Some say that the very blood shed by these chosen flows and congeals at that moment, scabbing into the thick, heavy plates of the Blood Warrior’s armor before becoming brass and iron. Others claim that, even after his Red Baptism, a Blood Warrior’s armor will continue to bleed when struck, as though it were a living part of his own body.
Blood Warrior
Medium humanoid, chaotic evil
- Armor Class 20 (medium chaos armor)
- Hit Points 90 (12d8 + 36)
- Speed 9m.
STR DEX CON INT WIS CHA 18(+4) 15(+2) 16(+3) 8(-1) 12(+1) 8(-1)
- Saving Throws Str +8, Dex +6
- Skills Athletics +8
- Condition Immunities frightened
- Senses passive Perception 11
- Languages Common
- Challenge 6 (2300 XP)
Mark of Khorne. This warrior bears on its skin the blessing of the blood God. It scores critical hits on a roll of 19 or 20. It also has advantage on Athletics checks and Strength saving throws.
Khorne's Rage (1/day). As a bonus action the warrior can enter into a frenzy rage that lasts for 1 minute and grants the following benefits:
- +4 bonus to damage rolls with melee weapon attacks.
- Resistance to bludgeoning, piercing, and slashing damage.
Actions
Multiattack. The blood warrior makes three attacks with its blood-battleaxes.
Blood-Battleaxe. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) necrotic damage.
Skull Reapers
The charge of the Skullreapers crashes home like a blow from Khorne’s own blade. Granted inhuman strength and stature by the Blood God, they smash the enemy apart in terrifying displays of raw might, hurling grown men through the air or barging them to the ground before stomping them to death with gore caked boots. Disturbingly, they are able to scent the worthiest skulls like monstrous hunting hounds. More than once, a Skullreaper has claimed the heads of several worthy foes with a single blow, their bodies collapsing even as he hoists the gory trophies aloft in triumph.
Over time, most Bloodreavers either fall in battle or succumb to madness. Those who survive grow ever stronger, their flesh and souls alike transformed by the bloody worship of Khorne. Eventually, they will undertake the Trial of Skulls, risking all for a chance to ascend to true power. The specifics of this trial vary from tribe to tribe, and realm to realm. At its heart, however, lies the offering up of eight truly worthy skulls to Khorne every single day.
The Trial of Skulls is not a single test, but rather a deadly grind of dedication and endurance in which only constant battle offers any hope of success. Khorne knows no forgiveness, and those who fail to prove their devotion are struck down by crippling mutations. Such forsaken Skullreapers often offer up their own head as a last resort, for a quick death is preferable to the alternative. This looming threat lends the Skullreapers a manic determination in battle, for nothing could be worse than the horrible consequences should they appear weak in the eyes of their wrathful god.
Skull Reaper
Large humanoid, chaotic evil
- Armor Class 22 (heavy chaos armor)
- Hit Points 102 (12d10 + 36)
- Speed 9m.
STR DEX CON INT WIS CHA 21(+5) 14(+2) 17(+3) 9(-1) 12(+1) 10(+0)
- Saving Throws Str +10, Dex +7
- Skills Athletics +10
- Condition Immunities frightened
- Senses passive Perception 11
- Languages Common
- Challenge 9 (5000 XP)
Mark of Khorne. This warrior bears on its skin the blessing of the blood God. It scores critical hits on a roll of 19 or 20. It also has advantage on Athletics checks and Strength saving throws.
Blood Frenzy. When the skull reaper is bloodied (under half HP) it gains advantage on attack rolls.
Khorne's Fury (1/day). As a bonus action the warrior can enter into a frenzy rage that lasts for 1 minute and grants the following benefits:
- +6 bonus to damage rolls with melee weapon attacks.
- Resistance to bludgeoning, piercing, and slashing damage.
- It can make a single melee weapon attack as a bonus action on each of its turns
Actions
Multiattack. The skull reaper makes three attacks with its hacking-greataxe.
Hacking-Greataxe. Melee Weapon Attack: +10 to hit, reach 1,5m, one target. Hit: 22 (5d6 + 5) slashing damage.
Skullcrushers of Khorne
The Skullcrushers of Khorne are one of the most devout warriors dedicated to Khorne, the Blood God's worship, and whose legendary skills in arms and warfare has earned them the right to ride the fearsome Juggernaut into battle. Skullcrushers are unsubtle warriors who revel in battle and live only for the shedding of blood in the name of Khorne. Only those Chaos Knights who devote themselves utterly to the Lord of Slaughter and offer to him a mountain of skulls are destined to become Skullcrushers. Anyone or anything foolish enough to stand before them is destined only for a short and brutally violent fate, for Skullcrushers are completely without mercy and leave only a trail of broken bodies and a river of spilt gore in their wake.
So favored in the eyes of Khorne are these murderous knights that the Blood God has gifted them with Juggernauts to carry them to war. These massive daemonic mounts are made of living metal and pure rage; they are dealers of untold destruction who grind their foes beneath steel sinews and brass hooves. As formidable as a Chaos Knight is, when mounted upon a Juggernaut, he is nigh unstoppable. As the blood crazed knights bellow their battle cries, their fearsome mounts snort steam and paw out divots the size of shallow graves before stampeding towards the ranks of their enemy and flattening anything in their way. The knights themselves are no less brutal, hacking their opponents apart with axes and cleavers, or else running them through with jagged lances. Mightiest of all their number is the Skullhunter, he who has spilt the most blood in Khorne’s name and who has gifted his dark patron with the skulls of mighty kings and great heroes.
Skullcrusher
Large humanoid, chaotic evil
- Armor Class 24 (shield, heavy chaos armor)
- Hit Points 123 (13d10 + 52)
- Speed 9m.
STR DEX CON INT WIS CHA 22(+6) 14(+2) 18(+4) 8(-1) 13(+1) 12(+1)
- Saving Throws Str +11, Dex +7
- Skills Animal Handling +7, Athletics +11
- Condition Immunities frightened
- Senses passive Perception 11
- Languages Common
- Challenge 11 (7200 XP)
Mark of Khorne. This warrior bears on its skin the blessing of the blood God. It scores critical hits on a roll of 19 or 20. It also has advantage on Athletics checks and Strength saving throws.
Daemon Rider. The juggernaut mount takes its turn together with the skullcrusher.
Mighty Charge. The skullcrasher can attack once every enemy within reach when its juggernaut uses the Trampling Charge ability.
Khorne's Fury (1/day). As a bonus action the warrior can enter into a frenzy rage that lasts for 1 minute and grants the following benefits:
- +6 bonus to damage rolls with melee weapon attacks.
- Resistance to bludgeoning, piercing, and slashing damage.
- It can make a single melee weapon attack as a bonus action on each of its turns
Actions
Multiattack. The skullcrusher makes three attacks with its demon-glaive.
Demon-Glaive. Melee Weapon Attack: +11 to hit, reach 3m, one target. Hit: 15 (2d8 + 6) slashing damage plus 11 (2d10) fire damage.
Chaos Armor:
Chaos Armour is a set of weirdly wrought plate favored by the champions of Chaos. While all the warrior peoples of the North wear some form of armor bearing the twisted marks of their unholy devotion, the plate known as Chaos Armour is a very different ilk from the iron and mail favored by the Norse and Kurgan. Many of these sets hail not from mortal smithies, but from the hellish forgeworks of the Chaos Dwarfs who dwell in the Dark Lands. These Dwarf forged sets find their way to the North via trade contacts the Chaos Dwarfs have opened in Norsca and in the Eastern Steppes. The tribes trade furs, meat, steel and slaves to the depraved Dwarfs in order to make use of the armor for their mightiest warriors and honored chieftains. Other sets are blood encrusted heirlooms of the lines of Norse and Kurgan nobility, said to have been gifted to the progenitor of the line by the Dark Gods themselves. Such sets bear the numerous pitted scars of countless battles, and are festooned with the grim trophies of victory that the Northmen take from the defeated.
Whatever its make, Chaos Armour provides a level of personal protection matched only by the Gromril armor of the Dwarfs. Arrows clatter harmlessly against the dark metal, halberds shatter in two when hammered against the sabatons and gorgets of the Chaos Warriors, and even the finest warhammers can make naught but a mild dent when struck against the armor of Chaos. Such is its strength that only weapons of Arcane origins stand a chance of penetrating this hellish plate. Ornate and weirdly wrought, it is forged from unknown materials that seem to writhe and change before a foeman's very eyes. Reflecting in its colors and ornamentation the patron god of its wearer, many Northmen warriors often affix their sets with crude and barbaric talismans that recall the traditions of their own tribes. Many a regiment of Chaos Warriors have gone into battle enshrouded in great cloaks of bearskin and wolf, wearing necklaces fixed with wolf teeth and the fangs of yet other beasts that are better not to mention. At times, it pleases the Dark Gods to grant these warriors a hellish unity with their armor, transforming it into a second skin that cannot be removed. Such warriors are regarded as blessed by their compatriots, for they have now fully committed themselves to the warrior's path, becoming true lords of battle. Those who endure this fate silently rage against what they have become, and throw themselves into battle with the fury of a berserker, desperately seeking death and a release from their prison.
Chaos Armor variants:
- light chaos armor AC=16 + Dex modifier (max 4)
- medium chaos armor AC=18 + Dex modifier (max 2)
- heavy chaos armor AC=20 + Dex modifier (max 2)
- blessed chaos armor AC=20 + Dex modifier, resistance to bludgeoning, piercing and slashing damage.
Chaos Weaponry:
Chaos Weapons are greater than ordinary magic items but much less potent than the Daemon Weapons reserved for the greatest of Champions. The Chaos Weapon’s properties are generated randomly. A Chaos Weapon is almost always a Hand Weapon (Sword), but there’s no reason it couldn’t be an axe, mace, or hammer. Some are Great Weapons. The Dark Gods disdain cowardly weapons like bows or handguns and so never reward their Champions with them.
A Chaos Weapon’s ability is called a property. Followers of Chaos can be affected by the Weapon’s properties almost as much as they can be affected by mutations, Gifts, and Rewards. The effects of the property generally remain active as long as the wielder holds the weapon.
Chaos Weapons' properties
Property | Effect |
---|---|
Basilisk | This blade was forged from the warped and solidified tail of a Basilisk. Its pommel is a crown of the monster’s teeth. On a strike the target must succeed on a Constitution saving throw (DC=12) or be turned to stone |
Blessed | This strange blade carries the blessings of the Ruinous Powers in the form of dark runes, crackling with chaotic energy. This weapon deals an extra 1d10 chaotic damage on hit. |
Blood | When swung, a Blood-Weapon gives off a ghostly moan, created by its hollow blade. On a strike, it drains blood from its foe, if the foe has blood, dealing an extra 1d10 necrotic damage and healing the wielder by that amount. |
Chaos Weapons' properties
Property | Effect |
---|---|
Command | This weapon is magnificently polished and inscribed with dread runes of the Daemonic Arcane Language. It grants the ability to cast Command (Cha) as a 1st level spell. |
Crusher | Fashioned from a rib bone of a Daemon, this dull, unsharpened blade contains an incredible power. Once per day, the wielder can call upon the Daemon’s essence to land a mighty blow, maximising its damage. |
Degeneration | This blade has a rotten and putrescent appearance, seeming to have been forged from solid corruption and foulness. When it strikes a foe, it leaves a little something of itself behind. The target must succeed on a Wisdom saving throw (DC=15) or develop a Short-term Madness (page 260 DM's manual). |
Demon | This weapon was forged deep within the Realm of Chaos and for that is imbued with green demonfire, dealing an extra 2d10 fire damage on hit. |
Deathbringer | When this weapon was forged, it was quenched in the blood and spirit of some creature, instilling within it a craving for more. When this blade reduces a target to 0 HP could immediately slain it on a failed death save and reduce it to a pile of fine, black powder. Each time the sword kills a creature in this way, the wielder goes somewhat more insane growing an Indefinite Madness (page 260 DM's manual). |
Deathlust | Forged in the flames of burning hearts, this blade craves the taste of heart blood. The blade has a bright red sheen, and increases the wielder's skill with the blade. It can count the proficiency bonus twice for attack rolls made with this weapon. |
Dragon | Fashioned from the tooth of a great Chaos Dragon and tempered in the Dragon’s spittle, this blade glows with awful green energy. The weapon deals an extra 2d8 of the damage type associated with the dragon. |
Ferocity | Forged from the armor of a fallen Champion of Chaos, this weapon seems to throb with foul energy, dealing an extra 2d10 chaos damage on hit. |
Frozen | This weapon is a single spike of eternal and never melting ice recovered from a glacier at the edge of the Realm of Chaos. It deals an extra 1d10 cold damage. |
Glittering | This blade has been magically polished by the flayed skin of Daemonettes, giving it a perfect finish. In combat, this weapon gives off a dazzling light that blinds enemies struck by a critical hit. |
Hacking | The jagged edge of this terrible sword has been enchanted so that it plunges itself repeatedly into wounds it causes, dealing an extra 2d8 slashing damage. |
Magic Absorption | Forged from the wattle spine of one of Khorne’s Flesh Hounds, bound in iron and brass, and quenched in the urine of a frightened Wizard, this weapon can absorb magic. So long as the weapon is held in hand, the sword absorbs any spell directed at its master. The spell, however, is retained with the blade, and the wielder can release the spell back at its caster. The spell remains imprisoned in the blade for a limited time, or until it absorbs a second spell, or until the original caster is slain. |
Magic Devourer | When this rune encrusted obsidian weapon successfully strikes a target who is using magic, the spell is automatically ended and the wielder gains 10 temporary hit points. |
Mighty | This blood red blade pulses with a life of its own. When parried, the blade sprays blood as if injured. It increases the Strength of its wielder by 4. |
Mind Eater | This translucent blade has blue veins running up and down its length. It craves the thoughts and feelings of its victims. When a Mind Eater weapon strikes an opponent, instead of dealing damage to their body, it reduces the victim's Intelligence, Wisdom and Charisma, each one by 1 every 10 damage the weapon would have dealt. Multiple strikes are cumulative. If the weapon reduces any one characteristic to zero, the victim’s soul is devoured by the weapon, leaving behind an unmarred corpse. Reduced characteristics recover completely in one day. |
Minotaur | Forged on an anvil of Minotaur skulls and quenched in a great cauldron filled with Minotaur blood, the weapon’s blade has a brassy sheen riddled with streaks of crimson. The wielder becomes resistant to bludgeoning, piercing and slashing damage. |
Mutating | This weapon appears to be made entirely of throbbing flesh, with veins dancing just under its foul skin. When parried, the weapon lets loose a horrific shriek and bleeds. Targets struck by a mutating weapon suffers extra 1d10 chaotic damage and must succeed on a Constitution saving throw (DC=12) or gain one random mutation and one random Indefinite Madness (page 260 DM's manual). |
Skeletal | This strange weapon was fashioned from a fused Human vertebra, bound into a single mass by foul Chaos sorceries. Bristling along the edges of this weapon are teeth harvested from children. The wielder can cast Cause Fear (Cha) as a 1st level spell. |
Chaos Weapons' properties
Property | Effect |
---|---|
Spider | Just before this foul weapon was complete, the craftsman drenched the blade in a soup made from the venom of a thousand spiders. When recovered from the morass, the blade seemed to crawl with thousands of metallic spiders. On hit the target must succeed on a Constitution saving throw (DC=12) or be poisoned for 1 minute. |
Sturdy | This disgusting weapon features a pommel and hilt made from the ribs and still living heart of a failed servant of Chaos, granting the wielder 30 additional hit points. |
Troll | This blade is deeply etched with Troll blood, and its edge has been tested time and again by thrusting it into the belly of a Chaos Troll. On command, once per battle, the Troll Blade can vomit corrosive juices as a 2nd level Acid Arrow (Dex) spell. |
Wraith | This blade was heated by flames of the immolated and cooled in their ashes. The weapon has a smoky grey sheen and mutters and gibbers when swung. The blade can drain out the strength of those hit with it, critical hits give the target one level of exhaustion, unless they are Undead. |
Scyla Anfingrimm
Scyla Anfingrimm, known also as the Scourgeborn, the Talon of Khorne, and the Bloodbeast, was once a mighty and far famed Champion of Khorne, perhaps the greatest of the Blood God's chosen. In his former life, he was nigh invincible and unmatched in battle, having slain some of the fiercest beasts and armies in service to the Norscan god of war. The terror of coastlines from frozen Norsca to exotic Ind, Scyla's name was synonymous with victory and pillage. No other had climbed the ranks of the Blood God's esteem more quickly than he and many amongst his tribe, the vicious warriors of the Ironpelt, had boldly claimed that it would not be long until their chieftain was visited by Khorne with the greatest gift of daemonhood.
In a sense, they were right. It was when Scyla had single handedly slaughtered the bestial Gorgers of Undermountain, only the latest in a long litany of mighty and unimaginably violent deeds, that his god, Khorne, granted him a final boon. But so passionate was Scyla for the gifts of the Blood God that this mutation, in addition to the multitudes he already possessed, proved too much for his mortal form and his transformation into a Chaos Spawn was complete. But Khorne had not abandoned Scyla, not truly, for the raider had pleased Him so, that He made certain that Scyla's new form was far, far more deadly than anything he had hunted and slain in his path to glory. Indeed, so great a champion was Scyla in life, that he still retains the favor of Khorne in his new state. Amongst the Warriors of Khorne, Scyla's name is still spoken in hushed whispers of awe, for no man has laid more skulls at the foot of Khorne's throne than he.
Saga of the Bloodbeast. It was in the age when the Graelings were ruled by Jarl Grundval FangScar, in the waning summers after he had slain his uncle, the usurper Bjarn Baerokk, that a terrible curse had fallen upon the Bay of Blades in the Chaos touched land of Norsca. No longships made to port, the Graeling raiders, ever the scourge of the weak lands of the south, did not return with the frost winds of winter as they had in the many generations the tribe had dwelt beneath Stoneclaw Mountain. No ships laden with gold, sacrifices and plunder to sate the tribe through winter had come out from the cool mists.
As fear began to grip the Graelings, they cried out to their Dark Gods for deliverance. Grundval sent ships to investigate, to learn of what became of the raiders, but only one Marauder out of the half dozen ships dispatched returned. Shivering and near dead from a thousand wounds, the Marauder spoke of what had transpired. A great beast of the deeps, or perhaps many, such was the ferocity of the monster encountered, that had smashed aside the ships of the Graelings. Now the tribe knew why their Chosen and Marauders had not returned from the summer raids. Grundval, knowing this to be a curse from the gods, called upon the powers of Chaos he had been gifted with to defeat the beast, but to no avail. Thus, he commanded his shaman, Ulfthras, to employ the oldest and most powerful rites to call upon the gods. The shaman went out into the tundra, his great white beard soaked in the blood of 13 of the finest Graeling virgins and his lungs swollen with the smoke of ogre bone and ghostroot. In the daemon haunted mist, it is said that he spoke with Khorne himself and heard his will.
Ulfthras returned with the Word of the Blood God, and indeed, something more: Khorne had demanded a champion. A mortal man with the raw strength and savage heart to slay such a beast. And to that fell end, the daemon slaves of the wolf headed god offered a token; an obsidian tusk on a barbed silver chain. Forged in the fires of Khorne's rage and cooled in the bloody seas beneath the Skull Throne, it would be bestowed upon any man great enough to slay the fell Leviathan, who would then know the favor of Khorne forevermore.
Grundval sent ravens in all directions, bearing with them the decree of Khorne. In time, champions of the Blood God arrived from all over Norsca and some even came from the Kurgan lands, all eager to answer the call of the Bloodwolf. They had all boasted of how they would deliver the Graelings from their peril and earn the favor of Khorne, but none who sailed out into the mists to fight the leviathan returned.
Finally, salvation came in the form of Scyla Anfingrimm, son of Thurrik, warlord of the Ironpelt tribe, who were kinsmen to the Graelings, and Champion of Khorne. Though he had not yet seen 25 winters, his name and his sword were known throughout the North. Indeed, word of Khorne's Commandment had come late to him, for he was abroad that summer raiding and despoiling the undead lands of far off Khemri. It was said that his attacks were so swift and so fierce that the mere sight of his sails struck fear into ghastly hearts of the undead rulers of that ghostly kingdom. When he was told of the perils awaiting him, Scyla is said to have laughed aloud, and boasted that as he had put the fear of death into those without souls, no power short of that of the gods' themselves could ever make him feel fear. Confidently, he took the only ship in Grundval's harbor; a rickety old sloop, and sailed out into the Bay of Blades to do battle with the Leviathan. It has long been a source of high praise amongst the Norse to call a raider so fierce that he was unafraid of leading his brothers into the underworld, but Scyla was unafraid of sailing into the underworld by himself.
The Fight. For several days he scoured the seas until he stole a glimpse of the beast. So it was a scaly tentacle shot out from beneath the waves that struck out against Scyla. He cut it to bloody ribbons with his greatsword, but then another tentacle arose, then a second, then a third, and then more than he could count as they wrapped around his boat in a stranglehold. Scyla leapt from every piece of flotsam and jetsam and tore into the beast, turning the waters of the bay black with its blood. But the kraken was truly touched by the gods, and weathered the champion's every sword stroke. Eventually, Scyla took up a hook attached to a great chain and threw it at the beast, by the favor of the gods, Scyla had managed to lodge his hook between the chitinous plates of the kraken's hide. The beast submerged itself under the cold waters, and Scyla followed him this time, letting it drag him through the frosty brine all night. In time, the beast rewarded his iron stamina and took refuge in a cove. And it was there Scyla beheld the monster in all its glory and saw in its great black eyes the remnants of a man. The spawn then led Scyla to a shadowy cave at the edge of the sea before it left its haunt to prowl the Bay again. This time, Scyla let the beast go and hid himself in the monster's nest of bones and human detritus. As cunning as he was deadly, the champion waited for the monster to return and come to rest, and it was then he impaled it from below, piercing its foul heart and letting its foul black blood wash over him.
The next day, Scyla returned to the Graelings' meadhall, his plate armor caked in the leviathan's gore, and carrying a bone pike spear with the creature's eye impaled upon it as proof of the deed. All the tribesmen in the hall roared Scyla's name and Ulfthras draped the black tusk pendant over his mighty shoulders. From that day forth, Scyla walked in the highest echelons of Khorne's favor.
Black Tusk Pendant
This magical artefact, forged in the fires of Khorne's rage and cooled in the bloody seas beneath the Skull Throne, bestows great resilience upon the elemental forces, granting its wielder resistance against cold, fire and lightning damage.
Path of Glory. Scyla continued his quest for the favor of the Blood God, leading his tribesmen to victory after victory in bloody battles. The slaying of the Kraken of the Bay of Blades could not sate Scyla's thirst for battle, and he sought out more fearsome beasts, that he could tear out their hearts and place them upon Khorne's table.
Scyla heard tales of a monstrous Jabberslythe, the most ancient and foulest creature of the Beastkin, that plagued the river Voltag in the lands of the Aeslings in the far northeast. Boldly, Scyla entered the mist clad banks of the river and brought the hulking monstrosity to battle. Striking it down and taking its mammoth skull for Khorne's throne, thus gaining the respect of the merciless, blood worshiping Aeslings.
Scyla's longships ranged far south and west in search of battle, raiding the Empire, Bretonnia and even further afield. Every autumn, his ships returned to port, the holds filled to bursting with captured treasure, plunder and captives to be sacrificed to Khorne. The people of his tribe grew strong and proud with such a great leader overseeing them, and it was often said among the Ironpelt that Khorne would soon give Scyla the Dark Apotheosis, and that he would soon be risen to rule alongside the Lord of War in glory.
Scyla Anfingrimm then took part in even more audacious attacks. Such as the great raid he undertook upon the Skaven city of Black Gulch. Scyla, at the head of a massive army of raiders, charged into the holding of the ratmen and made it so that the whole winding chasm ran red with their blood. Looking down upon this bloody feat with great pleasure, Khorne saw fit to gift Scyla with even greater strength. Scyla found his limbs swollen with muscle, hulking and ape like, and ending in long claws. Honoring Khorne for His blessing, Scyla launched a raid against the Arabyans, on the great war dhows of Plenipotentate Ibn Dhul and personally reduced the flagship of the Dhuli armada to splinters. This time, Scyla's bravery was rewarded with a serpentine tail ending in a snapping maw.
Scyla's savagery could not be contained. So eager was he for the blessings of Khorne and so immersed was he in his faith that he even struck out against fellow servants of Chaos. When the Chaos Dwarfs of the Great Skull Land came north to create trading channels with his tribe, as they had done with many of the tribes of Norsca, offering their master crafted armor and weapons in return for slaves and other commodities, Scyla is said to have taken up his blade and butchered the entire delegation, including their bodyguard. Khorne was mightily pleased with this, and bestowed a new boon upon his champion - now, Scyla's body was covered in a profusion horn like plates that could turn aside the strongest steel, whatever its make.
In 2298 IC, while again off raiding the Empire, Scyla was brought to battle by a vengeful army of farmers, displaced and dispossessed by his earlier invasions. Mere children before the might of a favored Chosen of Khorne, Scyla easily slaughtered the entire army single handed, but left its leaders alive, nailing their bodies to the prows of his longships as grotesque trophies of his victory.
It was when Scyla carried out the massacre of the grotesque Gorgers of the Undermountain, slaying each and everyone of those hulking aberrations, that Khorne gave his champion his last boon. But this newest mutation was too much for even the mighty Scyla to endure, and his body flowed and spasmed out of control and the strain of the mutations twisted his mind to that of a ravenous, murderous beast. Scyla Anfingrimm, mighty Chosen Champion of Khorne, was now little more than a berserking Chaos Spawn.
But Khorne had not abandoned Scyla, not entirely, for the Blood God had seen to it that Scyla's new body was even more deadly than his old form. And indeed, Scyla, unlike any other Spawn of Chaos, still retains the favor of his patron. Indeed, Scyla remains as high in Khorne's favor as he ever was; a testament to his strength in life.
But no longer was he the great warlord of the Ironpelt. That honor went to his lieutenant, the fearsome Champion One Eyed Erlock. His warband did not turn Scyla out, however, indeed, there were many amongst them who were in awe of his new form and venerated him as a living god, an avatar of Khorne's fury. Erlock placed around Scyla's wolfish head the Collar of Khorne, a symbol of Khorne's favor, which granted Scyla immunity to cowards' magic. When Erlock led the warband into battle, he unleashed Scyla's unmatched fury into the enemy lines. Directing the horrific, daemonic monstrosity as if it was some tamed attack beast. When Erlock and his fellow Norsemen marched in the great army of Asavar Kul, they too fought like many other warbands at the titanic battle at the Gates of Kislev. When the army of Kul was slaughtered by the vengeance of Magnus the Pious, many thought that Scyla had fallen as well. But this was not the case, for Khorne had protected the fallen champion, as the oceans of blood he spilled daily in His glory was pleasing to the Blood God.
Scyla Now. The monstrous raider now prowls the Chaos Wastes, seeking only to kill, maim and slaughter in the name of his god. Though he stands high in Khorne's favor, Scyla Anfingrimm's fate is naught but a life of unending slaughter, and eventually, a bloody end in battle that will please his unholy god.
Powes. Scyla Anfingrimm is a Chaos Spawn of Khorne, but he is the mightiest and most powerful of those fearsome beasts; his favor in the eyes of Khorne elevating him to a level of power beyond most other creatures of Chaos, as reward for his valorous service in life. The Talon of Khorne possesses incredible strength, as befits any child of Khorne, and also great resilience to attacks of magical nature, due to the Brass Collar of Khorne gifted unto him by Ulfthras during his adventures. Those who seek to undo him from afar with the arcane must instead gather their courage and face him in close quarters; a suicidal task, for Scyla strikes not only swifter than other Spawn, but also harder and deadlier.
Such is the favor of Scyla that the eyes of the gods are still drawn to his exploits, in battle, as he slays the mightiest warriors of the enemy, his bravery may lead to the gods seeing fit to grant him a boon, making him all the more deadly.
Though his mind was rent asunder upon his transformation, the beast that was Scyla Anfingrimm yet retains of the great warrior he once was in order to lead men into battle. Loping before the massed ranks of the warband, venerated as a living god, the Warriors of Chaos interpret Scyla's frenzied roars and guttural battlecries as orders and directions in battle.
Brass Collar of Khorne:
This legendary magical artifact grants its wielder advantage on saving throws against spells and other magical effects. But this power comes at a price since the collar is riddled of chaotic energy, ready to corrupt and mutate any mortal foolish enough to wear it.
Scyla Anfingrimm
Huge monstrosity, chaotic evil
- Armor Class 19 (natural armor)
- Hit Points 310 (23d12 + 161)
- Speed 12m.
STR DEX CON INT WIS CHA 30(+10) 11(+0) 25(+7) 4(-3) 13(+1) 8(-1)
- Saving Throws Str +16, Dex +6, Con +13, Wis +7
- Skills Athletics +16, Perception +7
- Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision, passive Perception 17
- Languages Common, Dark Tongue
- Challenge 19 (22000 XP)
Legendary Resistance (3/day). If Scyla fails a saving throw, he can choose to succeed instead.
Charge. If Scyla moves at least 4,5m straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 6m away and knocked prone.
Brass Collar of Khorne. This powerful artifact grants Scyla advantage on saving throws against spells and other magical effects.
Ragdoll Attacks. Scyla can try to pick up a large or smaller creature, with a successful grappling check, to utilise it as an improvised weapon. If Scyla grabs a creature he can perform the Ragdoll attack dealing damage to both the target of the attacks and the creature grappled.
Siege Monster. Scyla deals double damage to objects and structures.
Legendary Actions
Scyla can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Scyla regains spent legendary actions at the start of his turn.
Jump. Scyla makes an Strength (Athletics) check and jumps that many metres away, making an hoof attack against any creature in a 1,5m radius around his landing.
Charge. Scyla moves and makes one gore attack.
Tail. Scyla makes a tail attack.
Actions
Multiattack. Scyla makes four attacks: three with his fists and one with his hoof, or four with his ragdoll weapon.
Fist. Melee Weapon Attack: +16 to hit, reach 3m, one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Hoof. Melee Weapon Attack:+ 16 to hit, reach 1,5m, one target. Hit: 26 (3d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +16 to hit, reach 3m, one target. Hit: 48 (7d10 + 10) piercing damage.
Ragdoll. Melee Weapon Attack: +16 to hit, reach 4,5m, one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Tail. Melee Weapon Attack: +16 to hit, reach 4,5m, one target. Hit: 19 (2d8 + 10) piercing damage.
Followers of Tzeentch
Tzeentch is the god of sorcery and magic; a distant, capricious god who demands strength and cunning in equal measure. While the brutal Khorne reviles the use of arcane trickery as dishonorable, and therefore forbids its usage, the Raven God is far more pragmatic, and sees no qualm with exploiting brute force when it will serve his aims. As a result, the warriors of Tzeentch are often both capable warriors and master wizards, making them incredibly dangerous opponents. Tzeentch, in his various aspects, is commonly venerated by the shaman in the far North. Indeed, as the ultimate god of magic, even sorcerers dedicated to Nurgle or Slaanesh are wise enough to provide him offerings. He is also the god of chieftains and leaders, and though it is far more common for the warrior kings of the tribes to pay homage unto Khorne, Tzeentch's role as the Weaver of Fates compels even the jarls and zars of the Northmen to cultivate his favor, lest they instead draw his ire. The reputation of the northern warriors of Tzeentch for meticulously prosecuting the strategy of war is rightly legendary, and it has thus often appeared to Imperial generals that almost every eventuality in battle has been planned for in advance. Indeed, even should an army of Norsemen or one of the other barbarian hordes dedicated to Tzeentch be broken and routed, it is always difficult to discern whether this is a true victory, or merely just the latest in a long series of steps in an unfathomably complex plan wrought by the Changer of Ways.
The followers of Tzeentch are often capable warriors in their own right, but it is in their capacity for maleficent spellcraft and masterful manipulation that they truly excel. The greatest amongst their number are amongst the most mutated of all the followers of Chaos, armed with devastatingly powerful magical weaponry and mighty armor etched endlessly with runes of protection and aid, and are amongst the most terrifying of the servants of Chaos. Though in spite of the great power to be granted by the veneration of the Great Conspirator, there are few tribes in the North who would take him as their sole patron. This is particularly true of Norsca, where many prefer the bloody honor of Khorne's path. However, the worship of Tzeentch is relatively more common amongst the Kurgan tribes, who place great importance upon the evolving nature of the world. Regardless, by and large, the Raven God is perhaps the least called upon deity of the bleak northlands. The natural Northern antipathy and distrust for magic is likely also a contributing factor. However, whatever they lack in numbers they make up for in cunning. For beyond any faculty of magic or martial might, the servants of Tzeentch are feared chiefly for their impressive cunning. Many times has a warband of Northmen dedicated to Tzeentch overcome a foe of greater strength through means of espionage and subterfuge, causing disruptions that divide the enemy, allowing the savages to cut them down and make of them offerings to their abhorrent master.
Tzeentch, even amongst the dread deities of Chaos, is perhaps the most active in portioning out the dubious gifts of mutation. Indeed, it is in his very nature do so, as he embodies that particular aspect of Chaos more deeply than any of this brothers. Truly, his followers bear the most maddening and hideous of all the marks of Chaos, as well as perhaps the most deadly.
Acolytes of Tzeentch
Although a Chaos cult can involves a great number of people, only a select few are aware of the organisation's true purpose. This inner circle manipulates the rest, guiding the larger body down into ruin. The diseased heart of any cult is the coven. It includes the true members of the cult who understand their allegiance and actively further the interests of the group. They serve as the Magus' (the cult’s leader) most trusted servants. To become an Acolyte, as many call themselves, they must have earned the mark of whatever God to which the cult owes its allegiance. This sign of favor is instantly recognised by the Magus who, in turn, ushers the individual into the coven.
Those who follow the teachings of Tzeentch are dedicated to change in all its forms. They are the most mystical of the Chaos cults, seeking out forbidden knowledge regardless of the cost it exacts on the mind, body, and spirit. Hedge wizards, ex-priests, and those who dabble in the occult are the most likely candidates to be drawn into a cult of Tzeentch. There is no defining characteristic of Tzeentch's Acolytes though. They may be anyone, anywhere, from the Priest who tends a Shrine of Sigmar to the Magister who has the ear of the Count. These are insidious figures, carefully and covertly orchestrating their plots to bring about the end of the Empire.
As befitting a cult that worships the God of Change, no two groups are exactly alike. Some are composed exclusively of spellcasters, while others are comprised of lowly commoners who seek to overcome their lots in life. By asking for such change to come into their lives, they call upon Tzeentch, often without a full understanding of the damage that doing so will cause.
The Colleges of Magic are constantly on the hunt for Cults of Tzeentch, viewing them as horrid aberrations that meddle in things that should be left alone. The Colleges engage in constant programs within their membership, rooting out those who have fallen sway to Tzeentch’s control. Although they are never spoken of, these fallen brethren are all too common. Magic is intrinsically tied to Chaos, and its practitioners are more vulnerable to the call of entropy and corruption than the average citizen of the Empire.
Tzeentch's Acolyte
Medium humanoid, chaotic evil
- Armor Class 12
- Hit Points 22 (4d8 + 4)
- Speed 9m.
STR DEX CON INT WIS CHA 10(+0) 14(+2) 12(+1) 17(+3) 15(+2) 14(+2)
- Skills Arcana +5, Deception +4, History +5, Religion +5
- Senses passive Perception 12
- Languages Common, Dark Tongue
- Challenge 1/2 (100 XP)
Mark of Tzeentch. The acolyte has advantage on Intelligence checks and Int/Wis/Cha saving throws against spells and other magical effects. Additionally any spells cast by the blessed deal one additional die of damage, e.g 3d6 becomes 4d6.
Spellcasting. The acolyte is a spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The acolyte knows the following spells:
- Cantrips (at will): charm person, fire bolt, hold person, light, mage hand, magic missile, misty step, shocking grasp.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 1,5m, one target. Hit: 4 (1d4 + 2) piercing damage.
Tzaangors
The Tzaangors are avian Beastmen who serve Tzeentch, their unnatural instincts and animal savagery augmented with a keen, if cruel, intellect. They are often covered in savage totems and carry weapons of bone, iron or crystal.
Tzaangor origins are as multifarious as the plans of Tzeentch themselves. Some are Gor kin corrupted, or elevated, as they might say, by a Tzaangor Shaman; others might be humans who have undergone horrific rituals. Others still are beast children, mutants born of human parents and left to die, but instead found and raised by Arcanite Cults. Regardless of source, all recognise that they have been blessed by Tzeentch.
Tzaangors are far more intelligent than other Beastmen, and they look down upon their beastkin, seeing themselves as evolved and their cousins as little more than brute animals. The strangely mutated minds of Tzaangors have become particularly attuned to magic and they are drawn to the arcane, seeking to hoard it. Tzaangors are also closely bound to the strands of fate, their animal instincts able to detect omens the way beasts scent prey upon the winds.
Tzeentch did not transform his chosen beastmen to seek magic alone, he also created them to kill. Many rituals prepare Tzaangors for war, culminating in the weapon taking Tzaanwar, an unholy rite where the rent armor and broken weapons of foes are transformed into the resplendent gear worthy of fighters of Tzeentch. In battle the Tzaangor warflocks fight with savage skill, stabbing and hacking with curved swords or axes, as well as rending with horn and beak. As magical creatures they draw energy from the proximity of Tzeentchian sorcery and others of their kind, the more groupings, the more savage they become.
Tzaangor
Medium humanoid, chaotic evil
- Armor Class 13 (natural armor)
- Hit Points 38 (5d8 + 15)
- Speed 15m.
STR DEX CON INT WIS CHA 16(+3) 15(+2) 16(+3) 17(+3) 14(+2) 10(+0)
- Skills Arcana +6, Stealth +5
- Senses passive Perception 12
- Languages Beast Tongue, Dark Tongue
- Challenge 2 (450 XP)
Beast Charge. If the tzaangor moves at least 6m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 3m and knocked prone.
Mark of Tzeentch. The tzaangor has advantage on Intelligence checks and Int/Wis/Cha saving throws against spells and other magical effects. Additionally any spells cast by the blessed deal one additional die of damage, e.g 3d6 becomes 4d6.
Spellcasting. The tzaangor is a spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The tzaangor knows the following spells:
- Cantrips (at will): light, mage armor, magic missile, misty step, shocking grasp.
Actions
Multiattack. The tzaangor makes three attacks: two with its blessed-blades and one with its beak.
Blessed-Blades. Melee Weapon Attack: +6 to hit, reach 1,5m, one target. Hit: 7 (1d8 + 3) slashing damage plus 5 (1d10) chaotic damage.
Beak. Melee Weapon Attack: +6 to hit, reach 1,5m, one target. Hit: 6 (1d6 + 3) piercing damage.
Knights of Tzeentch
The Knights of Tzeentch, also known as Kaldour's Knights of Tzeentch, are mighty warriors, men of great intellect and wit, cunning and wisdom. Many were nobles of great importance, men with great temporal power. They despised their peers so much that in yearning for the company of equals they abandoned humanity and civilization. Scorning warbands of brutish Beastmen or uncouth Ogres, they have joined together as a band of warriors.
Most of the Knights of Tzeentch ride great Chaos Steeds in battle and carry lances in a grotesque echo of the Knightly Orders to which many of them once belonged. The Knights of Tzeentch wear deep imperial blue and rich yellows, their weapons are often gilded, and decorated with gems and carvings.
The Knights carry ornate back banners decorated with the symbols of their master, the flaming chalice, the unblinking eye, the coiled serpent, the symbol of broken balance and many, many others.
Some of the Knights of Tzeentch ride to battle in chariots. These are splendid and spectacular creations. They typically boast a whole array of silk banners, ribbons and feathered standards. The chariots of the Knights of Tzeentch are slender constructions, finely made from rare materials like silver or ivory.
The Knights of Tzeentch choose their Grand Master from amongst themselves with a complicated and twisted process of voting. The current Grand Master is Lord Kaldour. He is blessed with the many layered wisdom of Tzeentch himself, and is as cruel as a Daemon. He is first amongst equals, a man who uses his considerable talents and intelligence to bring misery and destruction upon the world.
Lord Kaldour wears silver armor that is polished to shine like a mirror. It is said that a man can see his reflection on the surface, but that reflection will be warped and twisted, showing the innermost potential for darkness in his own soul.
Knight of Tzeentch
Medium humanoid, chaotic evil
- Armor Class 22 (heavy chaos armor)
- Hit Points 105 (14d8 + 42)
- Speed 9m.
STR DEX CON INT WIS CHA 18(+4) 16(+3) 17(+3) 20(+5) 12(+1) 18(+4)
- Saving Throws Str +9, Int +10, Cha +9
- Skills Arcana +10, History +10, Investigation +10
- Condition Immunities charmed
- Senses passive Perception 11
- Languages Common, Dark Tongue
- Challenge 7 (2900 XP)
Mark of Tzeentch. The knight has advantage on Intelligence checks and Int/Wis/Cha saving throws against spells and other magical effects. Additionally any spells cast by the blessed deal one additional die of damage, e.g 3d6 becomes 4d6.
Weapon Blast. The knight can channel its magic through its blade. Whenever it makes a melee attack it may cast a touch spell as a bonus action, as part of the melee attack. If the strike lands the Knight adds the effects of the spell to the normal damage of the weapon.
Spellcasting. The knight is a spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The knight knows the following spells:
- Cantrips (at will): burning hands, greenflame blade, light, magic missile, misty step, shocking grasp.
Actions
Multiattack. The knight makes two attacks with its demon-longsword.
Demon-Longsword. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 8 (1d10 + 3) slashing damage plus 11 (2d10) fire damage.
Bolt of Change. Ranged Magic Attack: +10 to hit, range 36m, one target. Hit: 26 (6d6 + 5) chaotic damage.
The Book of Tzeentch:
"Do not ask which creature screams in the night. Do not question who waits for you in the shadow. It is my cry that wakes you in the night, and my body that crouches in the shadow. I am Tzeentch and you are the puppet that dances to my tune..."
Chaos Magic
The term Chaos Sorcery is false. It deceives, creating a false distinction between that which the Sorcerers of the north use and that which is used by the Magisters of the Empire. Chaos Sorcery is magic. Like Color Magic used by the Magisters, it is drawn from the Winds of Magic that blow from the Realm of Chaos. Instead of being constrained to a single Wind, those who wield Chaos Sorcery tap multiple Winds, bending and twisting them to suit their purposes, or they call upon the festering pools of Dhar that stain the land, that corrupt and mutate everything around them.
Without Chaos, there would be no magic. All magical energy, called the Winds of Magic, emanates from the northern pole, where it’s said the Gate to Heaven fell and tore a hole in the fabric of reality. From this damaged region, raw Chaos spills into the world, changing and tainting all that it touches.
The energy itself can be harnessed, controlled. A spellcaster can use his will to refract the energy into its component parts, separating it like strands of multicolored yarn. In an effort to reduce the risks of working with magic, Imperial Magisters (Wizards) devote themselves to the study of a single Wind, learning from long practice how to impose structure on this energy and produce miraculous effects known as spells.
But the processes of the Magisters are intentionally limited. Working with the Winds of Magic in the raw has terrible consequences, with often unpredictable results. Most Magisters know something of Elven magic, whisper of the power to be had in the Tower of Hoeth where Elven Wizards practice High Magic, the safe blending of some or all the Winds, but such power is beyond the skills of nearly any Human to master.
The restrictions imposed by the Elven High Mage, Teclis, chafes many talented Magisters, driving them to study the forbidden arts to reach beyond the safe limits of Human magic. The techniques they use are reckless and carry grave consequences, corrupting the mind and flesh with each spell they cast. This forbidden form of sorcery is called Dark Magic.
Chaos Sorcerers, Black Magisters, and other users of Dark Magic believe theirs is the path of true magic, unbound by the strictures imposed by Color Magic or the heady concepts of High Magic. They may be right; their spells are often more destructive and powerful than other spells, but such power comes at a great price. Chaos Sorcerers risk not only Tzeentch's Curse, but Dhar ravages the body when recklessly used, resulting in unpredictable side effects that leave a lasting scar on the caster.
Tzeentch Curse
Arcane Magic can be unpredictable. The more power you use to cast a spell, the more likely it is that something unexpected will happen. This is Tzeentch’s Curse. Not all Wizards honor Tzeentch, the Chaos God of Magic and Change, but all fear him, for meddling with magic is a dangerous business and its consequences can be even worse than death itself. Whenever a Lore spell is cast (cantrips are not included) the magic wielder has to roll a d20 to see if it is successful. Results of 18, 19 or 20 represent respectively a minor, major or catastrophic miscast. This means that the spell fails in the way explained in its description and the DM has to roll on the appropriate Chaos Manifestation Table for ulterior effects.
Minor Chaos Manifestation
Die Roll | Result |
---|---|
01/10 | Witchery: Within 30m of you, milk curdles, wine goes sour and food spoils. |
11/20 | Ruptures: Your nose bleed and continues until you make a successful Constitution ST (DC=10). You can save once per round. |
21/30 | Breath of Chaos: A cold unnatural wind blows through the area casting 'Gust of wind (DC=12)' on everybody. |
31/40 | Horripilation: Your face is melted by magic energy, you roll Persuasion checks with disadvantage for a day. |
41/50 | Wyrdlight: You glow with an eerie light for 1 hour, you roll Dexterity (Stealth) checks with disadvantage during this time. |
51/60 | Unnatural Aura: Animal within line of sight with you get spooked and unless controlled with 'Animal Handling (DC=15)' flee the scene. |
61/70 | Haunted: Ghostly loudly voices fill the air for 1d10 rounds, alerting enemies of your position and rendering difficult to hear properly. |
71/80 | Aethyric Shock: The magical energy coursing through your body causes you to suffer 3d10 lightning damage. |
81/90 | Mental Block: You channel to much magical energy. You are under the 'Confusion' spell until you succeed in a Wisdom ST (DC=16) or for 1 min. |
91/95 | Whimsy: The DM can choose any result from this chart or make up a comparable minor effect. |
96/00 | Unlucky! Roll on the Major Chaos Manifestation table instead. |
Major Chaos Manifestation
Die Roll | Result |
---|---|
01/10 | Witch Eyes: Your eyes start burning with fire as they are overflowed with the winds of magic. You are blind for a day, except for magical entities, which you see as beacons in the darkness. |
11/20 | Silenced: You loose your voice for 1d10 rounds. |
21/30 | Overload: You are overwhelmed by magical energy and are stunned for 1 round. |
31/40 | Craven Familiar: A Daemon Imp appears from Aethyr and attacks you until destroyed. |
41/50 | Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 random madness from the DM's Guide page 258. Roll a Wisdom ST; if the result is under 10 roll on the Indefinite Madness, if it is between 10-15 roll on the Long-Term Madness, otherwise roll on the Short-Term Madness. |
51/60 | Aethyric Attacks: Magical energy burns through you causing 7d10 of chaotic damage. |
61/70 | Enfeeblement: Chaos energy wracks your body debilitating your toughness. Your Constitution is reduced by 2d6 for 1d10 min. |
71/80 | Mindnumb: Your mind is damaged by magical energy. You cast 'Feeblemind' on yourself but you can repeat the saving throw at the end of each day (DC=13). |
81/90 | Daemonic Possession: You are possessed by a daemonic entity for 1 day. During that time the DM controls your actions and when you take back your body you'll have no memory of what you just did. |
91/95 | Perverse Delight: The DM can choose any result from this chart or make up a comparable major effect. |
96/00 | Trick of Fate: Roll on the Catastrophic Chaos Manifestation table instead. |
Catastrophic Chaos Manifestation
Die Roll | Result |
---|---|
01/10 | Wild Magic: You lose control of the magic as you cast the spell. Everyone within 30m, including you, takes 3d10 chaotic damage. |
11/20 | The Withering Eye: Chaos energy wracks your body debilitating your toughness. Your Constitution is reduced by 2d10 for 1d10 min. |
21/30 | Aethyric Assault: The winds of magic lash out at you. You lose one random part of your body, ripped out by Chaotic energy. Roll one d6 (1-2 legs, 3-4 arms, 5-6 head). |
31/40 | Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1 random Long-Term Madness from the DM's Guide page 258. |
41/50 | Mindeaten: Your ability to use magic is burned out of you. You return to normal after one week of rest and meditation. |
51/60 | Uninvited Company: You inadvertently open a permanent portal linked to one random Realm of Chaos. Daemons can enter the material plane and corruption starts spreading through it. |
61/70 | Daemonic Contracts: You suffer 8d10 chaotic damage as a big Chaos rune burns its way onto a random part of your body. Should you ever collect 4 of these , they will spell out a contract that signs your soul away to a Ruinous Power (DM's discretion). Removal of the branded skin will make no difference to the contract (or maybe it will?). |
71/80 | Tzeentch's Lash: Magic power overwhelms you, knocking you out for 10 min. |
81/90 | Called to the Void: You are sucked into the Realm of Chaos with no apparent way back. |
91/00 | Dark Inspiration: The DM can choose any result from this chart or make up a comparable catastrophic effect. |
Spellcasting
Every time that a Chaos Sorcerer casts a Lore spell (cantrips are not included) it has to roll a d20 and gain half that much Mutation Points.
Results of 18, 19 or 20 represent respectively a minor, major or catastrophic miscast. This means that the spell fails in the way explained in its description and the DM has to roll on the appropriate Chaos Manifestation Table for ulterior effects.
The Sorcerer has a pool of maximum 50 Mutation Points, when it gains more than this amount it becomes unstable and it might loose control over the winds of magic. Every round of combat that it ends with more than 50 Mutation Points it has to succeed on a Int/Wis/Cha saving throw (DC = currents Mutation Points-50) or develop a random mutation (see Random Mutations Table page x).
Chaotic Siphoning: As an action the Sorcerer can concentrate on ridding itself of excessive chaotic energy, loosing 1d12 + Int/Wis/Cha modifier Mutation Points. Otherwise it automatically cleanses its body, when not casting any Lore spell, at a rate of 1 Mutation Point lost every round.
Cantrips
Cantrips are simple spells, safe enough to practice without the risk of Tzeentch's Curse and able to be cast at will.
They are usually distinct in:
- Petty Magic: the lowest form of magic, learned by dabblers and base Sorcerers first learning the arts of Chaos. Most practitioners of Dark Magic learn these spells before attempting greater magic.
- Lesser Spells: commonly known spells any spellcaster can learn. Learned from dusty tomes and old grimoires, these spells are rarely taught but can be mastered by anyone who has a strong foundation in spellcasting.
Random Mutations
Die Roll | Mutation |
---|---|
01/5 | Acid Excretion |
6/10 | Multiple Eyes |
11/15 | Atrophy |
16/20 | Feral Appearance |
21/25 | Bestial Legs |
26/30 | Cyclops |
31/35 | Dimensional Instability |
36/40 | Chaos Organ |
41/45 | Infested |
46/50 | Horns |
51/55 | Claws |
56/60 | Inside Out |
61/65 | Tentacles |
66/70 | Flaming Skull Face |
71/75 | Uncontrollable Flatulence |
76/80 | Regeneration |
81/85 | Tail |
86/90 | Warped Mind |
91/95 | Pincer Hand |
96/00 | Chaos Spawn |
Acid Excretion
A foul, green, caustic liquid leaks from the pores of the creature's skin. It gains a +2 bonus to Constitution as its body get impervious to damage, but it also suffers a -2 penalty to AC, when wearing armor, as the acid corrodes the metal.
Atrophy
One of the creature's body parts becomes shriveled and useless. Roll a d10:
- 1--2 Its head shrinks, forcing a good bit of grey matter to leak out through its ears and nose, reducing its Intelligence, Wisdom and Charisma by 2
- 3--6 It loses the use of one of its arms, reducing Strength by 2
- 7--10 It loses the use of one of its legs, reducing speed by 3m and Dexterity by 2
Bestial Legs
The creature's legs undergo a startling transformation, assuming the look and feel of a deer’s hind legs. In exchange for the unusual appearance, its speed is increased by 3m and it gains advantage on Dexterity saving throws.
Vorster Pike, Witch Hunter:
"The Spawn of Chaos are the most horrific of all the Chaos-tainted, for in appearance they live up to their name, seeming to have been created from an eruption of the raw stuff of Chaos."
Chaos Organ
The creature develops a random second vital organ empowered by chaotic energy, granting a +2 bonus to Constitution. To determine which organ roll a d10:
- 1--2 A second heart grows inside of its chest. The creature has advantage on death saving throws.
- 3--6 Chaotic energy builds a second pair of lungs. The creature can hold its breath double the normal time.
- 7--10 A second stomach grants the creature resistance to poison damage.
Chaos Spawn
The Ruinous Powers cast the creature down, transforming it into a Chaos Spawn. It ceases to be a thinking being, becoming little more than a ravenous beast.
Claws
The creature's hands twist and warp, transforming its fingers into hideous claws. It gains a Claws attack option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m, one target. Hit: (1d6 + Str modifier) slashing damage.
Cyclops
The target's face warps into an unrecognisable mass of writhing tissue. After a few moments, it restores itself to almost its former state. Unfortunately, one of its eyes saw the churning flesh as its opportunity to escape, promptly grew wings, and flew away. Now, it has but one eye in the centre of its face, just above its nose. The creature has disadvantage on Wisdom (Perception) checks made with its eye.
Variations: In about 10% of all Mutants with this mutation, the eye does not centre and instead drifts to some other part of the face. One of the most horrid examples are where the eye moves to the mouth.
Dimensional Instability
The creature loses its connection to the physical world, becoming a creature of the Realm of Chaos. Like Daemons and their ilk, it can be forced out of the physical world to the plane of Daemons with banishments and similar magic effects. In addition the creature phases in and out of the material plane like under a permanent Blink spell connected to the Warp.
Feral Appearance
The creature face mutates, gaining the appearance of some sort of animal or fiend. From now on it has advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.
Flaming Skull Face
The flesh of the creature's face sloughs away leaving a naked skull. Moments later, the bone erupts in hellish flames. It can attack with its flaming head, gaining a Flaming Headbutt attack option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m, one target. Hit: (1d10 + Str modifier) fire damage. If it has horns, fangs or some other mutation of the head, this damage is in addition to their normal damage.
Horns
Horns grow out from the mutant's forehead. It can use them to make attacks, gaining a Gore attack option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m, one target. Hit: (1d8 + Str modifier) piercing damage. Each time it gains this mutation, the horns grow larger. The second time it gains this mutation, the horns inflict 1d10 damage, the third time they inflict 1d12 and so on. The Horns prevent the mutant from wearing helms, lowering its AC by 2 when using medium or heavy armor.
Variations: The horns may be smooth, twisted, or notched. Oftentimes, they also feature symbols of Chaos, foul words in Dark Speech, or insults targeting people the Mutant meets.
Infested
Maggots infest the creature's body, hiding in the crevices of its brain, splashing in the fluids of its stomach, and rattling in its lungs. The mutant has a -2 penalty to Constitution. These little friends tend to show up at the least opportune time, dropping in its (or others’) food, slipping from a cuff when it shakes hands, or falling from the nostril when trying to impress an attractive lady.
Variations: Other infestations can also be entertaining. Scabies, worms and other vermin promise hours of amusement.
Inside Out
Jealous of the mutant's skin, its guts conspire to break free from its body. In a long and painful process, the body turns itself inside out so that the creature wear its organs on the outside. It has a -4 penalty to Constitution and it can no longer wear normal armor (only Chaos Armour). In addition any critical hit made against it inflicts double damage (roll the damage dice four times).
Multiple Eyes
The creature grows a third eye in the centre of its head. Chaos Armour changes to accommodate this mutation, but other helmets and coifs, though not skullcaps, will need modification to gain the benefits of the additional eye. The mutant has advantage on saving throws against being blinded and on Wisdom (Perception) checks based on sight.
Variations: Additional Eyes can sprout anywhere on the body, not just on the face.
Pincer Hand
The mutant's hand (right or left as the GM decides) painfully splits down the centre and transforms into something like a crab claw, gaining a Pincer attack option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m, one target. Hit: (1d10 + Str modifier) piercing damage. The Mutant has also advantage on Strength (Athletics) checks made to grapple.
Regeneration
The creature heals very quickly. At the start of its turn, each round, it regains 5 hit points. If the mutant takes acid or fire damage, this trait doesn't function at the start of the its next turn. The mutant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Tail
The creature is surprised to discover it has somehow grown a thick reptilian tail that ends in a knobbly spiked ball, gaining a Tail attack option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 3m, one target. Hit: (1d8 + Str modifier) bludgeoning damage. In addition the creature has advantage on Dexterity checks made to maintain balance.
Tentacles
One of the mutant's arms withers away, replaced by a horrible tentacle covered in fine suckers. The tentacle can grasp weapons normally, but it is not capable of fine manipulation, every spell with a somatic component has a 50% chance of failing. This mutation also grants a Tentacle attack option: Melee Weapon Attack: (proficiency bonus + Str modifier) to hit, reach 1,5m, one target. Hit: (1d8 + Str modifier) bludgeoning damage, a +2 bonus to Strength and advantage on Strength (Athletics) checks made to grapple.
Uncontrollable Flatulence
The creature suffers from awful stomach distress, which manifests whenever it is threatened. When attacked or called to make a Fear Test, one of its orifices trembles and involuntarily releases a vile cloud of gas, casting Stinking Cloud centered on it. The gas remains potent for 1d6 rounds.
Warped Mind
The mutant has a twisted mind. It has a -4 penalty to Intelligence, as it finds very hard to concentrate upon mundane matters.
Lore of Chaos
Cantrips:
The Sorcerers know cantrips from the following list: Bestow Curse, Bless, Bind, Earth Tremor, Enhance Ability, Fire Bolt, Hand of the God, Hideous Laughter, Misty Step, Spew, Spider Climb, Suppress Mutation.
Bind
Chaotic evocation
- Casting Time: 1 action
- Range: 30 m
- Components: V
- Duration: Concentration, up to 1 hour
Grasping black tentacles powered by chaotic energy sprout from the ground in a 6m square starting from a point within range. For the duration, these tendrils turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. When the spell ends, the conjured tendrils wilt away.
Hand of the God
Chaotic abjuration
- Casting Time: 1 bonus action
- Range: Personal
- Components: V, S
- Duration: 10 minutes
You twist and warp the Winds of Magic to swirl about you, repelling the effects of mutation for a short time. For the duration you gain advantage on Constitution saving throws against developing mutations.
Spew
Chaotic necromancy
- Casting Time: 1 action
- Range: 18m
- Components: V, S
- Duration: 10 minutes
You force a target within range to spit up a little vomit unless he succeeds on a Constitution saving throw against your spell save DC. If it fails the target is considered poisoned for the duration and can attempt to save against the spell at the end of each of its turn.
Suppress Mutation
Chaotic abjuration
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: Permanent
You attempt to rid a mutant you touch of one mutation of your choosing. Make a Spellcasting ability modifier check (DC=15). On a success the target is healed from the mutation, on a fail it suffers 4d10 psychic damage and develops another random mutation. If the subject is unwilling, he can attempt a Wisdom saving throw to resist the spell.
Viltreska, Lord of the Flies:
"Is not the only constant in the universe change? One day all this will be dust, and even the stars above will flicker and grow dim. Your life is but a tiny candle in the darkness, and your death an afterthought, shorn of meaning by its insignificance. Come, little one, and let me show you how brightly your flame can burn..."
Spells:
The Sorcerers know spells from the following list: Boon of Chaos, Burning Blood, Dark Hand of Destruction, Lure of Chaos, Summon Daemon Pack, Touch of Chaos, Veil of Corruption, Vision of Torment, Word of Pain.
Boon of Chaos
Chaotic enchantment
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (10 souls as sacrifice to the Ruinous Powers)
- Duration: 1 hour
You call upon the favor of the Dark Gods of Chaos, chaotic energy washes out from you and coalesces in a soft glow around the target. It gains advantage on melee attack rolls and saving throws for the duration.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the Dark Gods have been seriously bothered, resulting in them sending angry daemons to punish you for your petty requests. Roll a d10:
- 1--5; a small number of lesser daemons
- 6--9; 1d4 daemons
- 10; one greater daemon
Burning Blood
Chaotic necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (1 soul as sacrifice to the Ruinous Powers)
- Duration: 1 hour
You tap into the winds of magic, letting the power of the warp fill the target's body and soul with chaotic energy. As a result for the duration its blood boils like hot water, damaging everyone in a 1,5m radius around it for 1d6 fire damage every time it gets hit. When the target becomes bloodied (under half HP) this damage is increased to 2d6 and it's also applied to every creature touching it.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you channel too much magic, melting the target's body as it is infused with warping energy. The target develops one random mutation and suffers 8d6 fire damage.
Dark Hand of Destruction
Chaotic necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
You wreath your hand in a nimbus of Dark Magic, as a result your touch carries the power of the Warp, turning matter into dust and life into death. Make a melee spell attack against a creature within your reach. On a hit, the target takes 8d6 necrotic damage. If this damage reduces the target to 0 hit points, it is disintegrated. Until the spell ends, you can make the attack again on each of your turns as an action.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you accidentally touch yourself with the disintegrating power of your magic, suffering the effect of the spell once.
Lure of Chaos
Chaotic enchantment
- Casting Time: 1 action
- Range: 18m
- Components: V, S
- Duration: Concentration, up to 10 minutes
You attempt to bewitch one creature you can see within range, bending him to your will by inculcating words of Dark Power in its head. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 dark words of power fill your head causing pain and confusion. You suffer 4d10 psychic damage and are stunned for 1 round.
Summon Daemon Pack
Chaotic conjuration
- Casting Time: 1 action
- Range: 18m
- Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
- Duration: Concentration, up to 1 day
You utter foul words, summoning demons from the Realm of Chaos. Roll on the following table to determine what appears.
d6 | Daemons summoned |
---|---|
1-2 | 1d6 Flesh Hound/ Screamer/ Swarm of Nurglings |
3-4 | 1d3 Bloodletters/ Pink Horror/ Fiend of Slanesh |
5-6 | one Juggernaut/ Flamer/ Plague bearer/ Daemonette |
You choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the summoned demons as a group, which has its own turns. Daemons are creatures of the warp, extremely evil and cunning, they will obey your commands as long as they see fit, given their goals and your balance of power. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can‘t target anyone within it. Using the material component in this manner consumes it when the spell ends.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the demons are hostile towards you and remain until banished with a successful Constitution (Concentration) check (DC=20) or until the spend ends.
Demons summoning and Portals.
Demons aren't creatures of the material plane. They require a constant influx of magic energy to manifest and maintain their form outside the Realm of Chaos. Experienced sorcerers can provide this magic output for a small number of them, however to summon Greater Demons, or legions of demons, far more powerful methods are necessary. Sorcerers usually develop complex arcane plans involving certain contours of hill and valley to funnel the Winds of Magic in unexpected ways, to later cage and harness them with devious machines. This plans are as powerful as they are dangerous and reckless because wood and stone cannot easily contain raw magic, leading to catastrophic results most of the times. If successful though, great portals are formed, letting the armies of Chaos march on the material world as long as they remain open.
Touch of Chaos
Chaotic necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
Your touch channels pure Chaos energy into one target, invading its mind and body with vile dark magic. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d10 psychic damage and it must succeed in a Wisdom saving throw or gain a random mutation and a random madness (DM's Guide page 258). Roll a d10:
d10 | Madness Type |
---|---|
1-3 | Short term |
4-5 | Long term |
6 | Indefinite |
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 Chaos energy invades your body causing you to develop one random mutation and madness.
Veil of Corruption
Chaotic evocation
- Casting Time: 1 action
- Range: 45m
- Components: V, M (a skull from a humanoid killed within the past 24 hours)
- Duration: Concentration, up to 10 minutes
A foul cloud of corruption spreads from a point you choose within range to fill a 18m radius sphere until the spell ends. The corruption spreads around corners, and its area is heavily obscured. It lasts for the duration or until a strong magical wind disperses it. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Creatures killed inside the corruption are brought back as Chaos Spawns.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you loose control of the spell that goes off centered on you.
Vision of Torment
Chaotic enchantment
- Casting Time: 1 action
- Range: 27m
- Components: V, S, M (two hearts from humanoids killed within the past 24 hours)
- Duration: Instantaneous
You unleash the power of your Dark Patrons to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 3 or lower are unaffected, as they do not comprehend the insanity of the hellish visions casted upon them. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you are the target of the horrifying visions, suffering the enchantment's effects.
Word of Pain
Chaotic enchantment
- Casting Time: 1 action
- Range: 18m
- Components: V
- Duration: Instantaneous
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. While the target is affected by crippling pain, any speed it has can be no higher than 3m. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you loose control of the spell, suffering its effects as chaotic energy surges flows through your body.
Lore of Tzeentch
Spells:
The Sorcerers know spells from the following list: Destroy Magic, Dispel Mortal, Enrage Beast, Flames of Fate, Mindfire, Pink Fire of Tzeentch, Slave to Chaos, Subvert Strength, Transformation of Tzeentch, Tzeentch’s Blessing, Tzeentch’s Fire Storm.
Destroy Magic
Chaotic abjuration
- Casting Time: 1 action
- Range: 36m
- Components: V, S
- Duration: Permanent, 1 hour
You intone the profane words of Daemons, drawing the energy found within a targeted magic item into yourself. A magic item of your choice within range immediately loses all magical properties. You must make a Constitution saving throw (DC=10). The DC increases by 5 for every magic item you have already absorbed in the same day. On a success you gain a +4 bonus to Strength and Intelligence for 1 hour. On a fail you develop one random mutation and gain one level of exhaustion as you are filled by uncontrolled magical energy.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you accidentally burns magic out of you, loosing the ability to cast spells until you finish a long rest.
Dispel Mortal
Chaotic abjuration
- Casting Time: 1 action
- Range: 18m
- Components: V, S
- Duration: Concentration
You attempt to send one creature that you can see within range to another plane of existence, usually it is sucked into the Realm of Chaos to become the plaything of Daemons. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, it has advantage on the saving throw. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished permanently. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you are accidentally sucked into the open portal, ending permanently in the destination plane.
Enrage Beast
Chaotic enchantment
- Casting Time: 1 action
- Range: 18m
- Components: V, S
- Duration: Concentration, up to 10 minutes
Your eyes flash with unwholesome light as you inspire fear and attempt to beguile a beast that you can see within range. It must make a Wisdom saving throw. If you, or creatures that are friendly to you, are fighting it, it has advantage on the saving throw. On a fail it acts strangely. Roll 1d10 on the following table to see what it does for the duration of the spell.
Die Roll | Effect |
---|---|
1/2 | Panic: The animal flees in a random direction from a horde of invisible fire wolves that only it can see. |
3/4 | Faint: The animal collapses in a faint. |
5/6 | Vicious: The animal sees its master (or the nearest creature) as its enemy and attacks. Horses buck riders, dogs growl and bite, birds tear at the eyes, and so on. |
7/8 | What’s that smell? The animal releases a tremendous burst of flatulence. All characters within 3m (2 squares) must succeed on a Constitution saving throw (DC=15) or be poisoned for 1d6 minutes. |
9/10 | Shudder and Die! The poor beast becomes so terrified that its heart explodes in its chest, and it dies. |
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the beast is magically empowered and possessed by a mighty rage against you. The target has advantage on attack rolls against you and on saving throws against your spells.
Flames of Fate
Chaotic divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (5 souls as sacrifice to the Ruinous Powers)
- Duration: 1 day
Pale orange flames spring up from the ground all around you. Contained within the flickering tongues of fire are images of the future. You gain three luck points to spend how described in the Lucky feat (Player's Handbook page 167). If you already possessed luck points, from other sources, you can't never obtain more than three total luck points with this spell.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the visions were deceptive and misleading, giving you disadvantage on attack rolls, ability checks and saving throws for the duration.
Mindfire
Chaotic evocation
- Casting Time: 1 action
- Range: Self (30m line)
- Components: V, S
- Duration: Instantaneous
You concentrate with your mind materializing a lance of magenta flame imbued by chaotic power that can leap forth from your hand to strike your foes. The flames form a 30m long and 1,5m wide line, originating out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage plus 6d6 psychic damage on a failed save and gain one Short Term Madness (DM's Guide page 258), or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the spell explodes in your hands during the preparation, targeting you and everyone else in a 3m radius around you.
Pink Fire of Tzeentch
Chaotic evocation
- Casting Time: 1 action
- Range: 60m
- Components: V
- Duration: Instantaneous
Guttering flames of pink energy spew forth from your fingertips and strike a single target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage and 2d10 psychic damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you drop the flames on yourself, causing you to burn, taking 1d10 fire damage at the start of each of your turns. You can spend an action to put out the fire, rolling into the ground, or a bonus action to concentrate and try to magically suppress the flames (Concentration check DC=10).
Slave to Chaos
Chaotic enchantment
- Casting Time: 1 action
- Range: 30m
- Components: V, S
- Duration: Concentration, up to 1 minute
You send your consciousness into another living creature within range. The subject of this psychic attack must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 your mind intrusion backfires causing severe pain as your brain is filled with magical energy. You suffer 4d10 psychic damage and are incapacitated for 1 round.
Subvert Strength
Chaotic transmutation
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Concentration, up to 1 hour
Your hand glows with shifting magical energy, the essence of chaos, allowing you to change the structure of matter. Depending on the type of target you touch there will be the following effects for the duration of the spell:
- An inanimate object loses its hardness, becoming soft and malleable. Steel bends, glass folds, rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. On armor, it ceases to offer protection, losing its AC bonus (and if it takes a hit it's destroyed). You may only affect an object of up to three cubic metres. Magical objects can make a Wisdom saving throw using the stats of their wielder.
- A creature has to succeed on a Wisdom saving throw or have its highest ability score swap value with its lowest.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you accidentally target yourself with the spell, softening your bone structure and melting your muscle. For the duration of the spell all your physical ability scores are 2.
Transformation of Tzeentch
Chaotic transmutation
- Casting Time: 1 action
- Range: 9m
- Components: V, S, M (an eye taken from a humanoid killed within the past 24 hours)
- Duration: Concentration, up to 1 minute
Choose one creature you can see within range. The target must succeed on a Constitution saving throw or collapse as its body undergoes a series of horrific transformations. Each round, until you lose concentration, or the spell ends, the target must repeat the saving throw. If the creature succeeds in its save the spell expires. When the spell ends the creature develop one random mutations for each failed saving throw. Whilst under the effect of the spell, the target is considered paralyzed by crippling pain.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you lose control over the winds of magic that fill your body, messing up its structure and mutating it. You are the target of the spell for the duration, or until you make a successful Constitution saving throw against your spell save DC.
Tzeentch's Blessing
Chaotic enchantment
- Casting Time: 1 hour
- Range: Personal
- Components: V, S, M (10 souls as sacrifice to the Ruinous Powers)
- Duration: 1 day
You cry out to Tzeentch for the Dark God’s blessing. Roll 1d10. On an odd number, you gain one mutation. On an even number you may add one spell from any Lore to your spell list for one day.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 Tzeentch's is displeased. You roll Magic checks to cast spell with disadvantage for 1 day.
Tzeentch's Fire Storm
Chaotic evocation
- Casting Time: 1 action
- Range: 45m
- Components: V, S
- Duration: Instantaneous
You cause a blasphemous storm of purple roaring flame to erupt in a location you choose within range. The area of the storm consists of up to ten 3m cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. Those slain by Tzeentch’s fire storm are incinerated, transformed into pink ash that blows away in the wind. In addition the ashes swirl about for 2 rounds and finally coalesce into Pink Horrors of Tzeentch, one for each victim slain. These creatures are not under your control, and they attack the closest creatures to them. They eventually grow weary of this world and return to the Realm of Chaos after 1d10 rounds.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you lose control over the winds of magic, casting the spell before aiming. As a result it goes off in a 15m radius sphere centered on you.
Vilitch the Curseling
Vilitch the Curseling, known also as the Master of Misrule, and the Twisted Twin, is a mutant sorcerer of Tzeentch, permanently fused to his more muscular brother, Thomin.
History. Once there was born a pair of twins; one healthy, strong and good to look upon, and one wretched, weak and tiny. Though the tribe’s leaders expected the wholesome son to become a great warrior, it was the runt Vilitch who was to change their fate forever.
The twins had a difficult birth, and their mother died soon afterward, for it took all her strength to nourish the greedy infants. As they grew up, Thomin, the thriving twin, excelled in the hunt, and soon rose to lead the tribe’s youngest warriors. The weakling Vilitch, on the other hand, was universally despised for his ugliness and frailty. He was forced to perform his dead mother’s chores and, humiliatingly, was denied the use of a sword. Thomin used to beat Vilitch for the slightest infraction and, despite the runt’s pleas, his father would not intervene.
As they grew up, Thomin became well muscled and athletic, quickly learning the ways of the warrior. Vilitch barely managed to scrape by as an apprentice to the tribe’s shaman, where he learnt a few meagre cantrips and a little knowledge about the powers that dwelt beyond the veil. Every night, the runtling prayed fervently to Tzeentch to reverse their fates, to make him the strong one and his brother the slave. The Great Sorcerer, who delights in anarchy, eventually agreed to Vilitch’s selfish request.
One Geheimnisnacht, when the Chaos moon passed close to the world, Vilitch awoke to find that his body and that of his sibling Thomin had melded together. His brother’s intellect had been added to his own, and there was nothing left of Thomin’s mind save for a drooling automaton enthralled to Vilitch’s command.
The grotesque fusion of warrior and runtling that staggered out of the twins’ tent glowed with the power of baleful magic. Vilitch’s budding magical abilities had been enhanced a hundredfold, and the hulking body to which his withered frame had been fused was possessed of diabolic strength. Laughing maniacally at his newfound powers, Vilitch embarked upon a bloody killing spree, sending crackling arcs of pure change into those who had looked down upon him in the past and forcing the body of Thomin to throttle any who tried to stop him. By the time the sun set, the village had been consumed by sorcerous fire and the streets ran with molten flesh.
But Vilitch’s story did not end there. The malformed sorcerer twin hunted down all of the warrior elite of his tribe and used his dire powers to enslave their minds, making them little more than walking puppets that lived and died according to his whims. Now, wherever the Curseling plots and schemes to further his own power, a band of hard bitten veterans marches at his side, each of them under the fearful command of the disturbing creature that they know only as the Twisted Twin.
Magic Items. Vessel of Chaos: Vilitch enjoys the patronage of the Great Sorcerer himself and as part of Tzeentch's fickle plans, he has gifted the Twisted Twin with a dark crucible; a powerful artefact that is able to harness and store a great reservoir of unstable magical energy.
Vilitch and Thomin.
Thomin is considered a construct under the direct control of Vilitch. Its personality is suppressed by the Sorcerer's magical capabilities and by Tzeentch's power, reduced to a mere machine for Vilitch to operate. The Sorcerer can issue commands to Thomin mentally, as a free action.
In combat Thomin takes its turn just after Vilitch and they use Thomin's ability scores for all physical saving throws and ability checks, while Vilitch's scores are used for all the mental ones.
If Vilitch dies before Thomin, his personality and mental scores are restored and he is finally in control of his actions. Thomin's alignment becomes Chaotic Evil and his Intelligence and Charisma become 10. Thomin carries with him a deep resentment towards Tzeentch, but still remains a warrior of Chaos.
If Thomin dies before Vilitch, the sorcerer spends one turn painfully separating from his dead twin, growing a new pair of legs thus becoming autonomous. From now on Vilitch's own physical ability scores have to be applied for saving throws, ability checks and hit points calculation.
Actions
Multiattack. Thomin makes three attacks: two with its demon-longsword and one with its blood-flail.
Demon-Longsword +2. Melee Weapon Attack: +12 to hit, reach 1,5m, one target. Hit: 12 (1d8 + 8) slashing damage plus 11 (2d10) fire damage.
Blood-Flail. Melee Weapon Attack: +10 to hit, reach 3m, one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 5 (1d10) necrotic damage.
Slam. Melee Weapon Attack: +10 to hit, reach 1,5m, one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Thomin
Large construct, neutral
- Armor Class 22 (heavy chaos armor)
- Hit Points 210 (20d10 + 100)
- Speed 9m.
STR DEX CON INT WIS CHA 22(+6) 14(+2) 20(+5) 3(-4) 10(+0) 4(-3)
- Saving Throws Str +10, Con +9
- Skills Athletics +10
- Damage Immunities lightning, poison; bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses passive Perception 10
- Languages understands the languages of Vilitch but can't speak
- Challenge 14 (11500 XP)
Aversion of Fire. If Thomin takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. Thomin is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever Thomin is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Berserk. Whenever Thomin starts its turn with 100 hit points or fewer, roll a d6. On a 6, it goes berserk. On each of its turns while berserk, Thomin attacks the nearest creature it can see. If no creature is near enough to move to and attack, Thomin attacks an object, with preference for an object smaller than itself. Once it goes berserk, it continues to do so until it is destroyed or regains all its hit points. Vilitch can try to calm it down using his control over Thomin's mind; as an action he can make a DC 15 Charisma (Persuasion) check. If the check succeeds, Thomin ceases being berserk. If it takes damage while still at 100 hit points or fewer, Thomin might go berserk again.
Magic Resistance. Thomin has advantage on saving throws against spells and other magical effects.
Magic Weapons. Thomin's weapon attacks are magical.
Vilitch
Medium humanoid, chaotic evil
- Armor Class 18 (magical armor)
- Hit Points 143 (15d8 + 75), 38 (15d8 - 30)
if Thomin is dead- Speed 6m.
STR DEX CON INT WIS CHA 4(-3) 8(-1) 6(-2) 26(+8) 18(+4) 20(+5)
- Saving Throws Int +13, Wis +9, Cha +10
- Skills Arcana +13, History +13, Insight +9, Investigation +13, Religion +13
- Damage Resistances bludgeoning, piercing and slashing until connected to Thomin's body
- Senses darkvision, passive Perception 14
- Languages Common, Dark Tongue
- Challenge 14 (11500 XP)
Legendary Resistance (3/day). If Vilitch fails a saving throw, he can choose to succeed instead.
Mark of Tzeentch. Vilitch has advantage on Intelligence checks and Int/Wis/Cha saving throws against spells and other magical effects. In addition any spells cast by him deal one additional die of damage, e.g 3d6 becomes 4d6.
Master of Magic. Vilitch has advantage on Magic checks to cast spell. In addition his control over the winds of magic makes considerably harder to cast spells for other wizards around him, who don't possess this trait. A roll of 1-5 on the Magic check results in a safe miscast for them.
Spellcasting. Vilitch spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). He knows the following spells:
Cantrips (at will): Bestow Curse, Bless, Bind, Earth Tremor, Enhance Ability, Fire Bolt, Hand of the God, Hideous Laughter, Misty Step, Spew, Spider Climb, Suppress Mutation.
Spells (Lore of Tzeentch): Destroy Magic, Dispel Mortal, Enrage Beast, Flames of Fate, Mindfire, Pink Fire of Tzeentch, Slave to Chaos, Subvert Strength, Transformation of Tzeentch, Tzeentch’s Blessing, Tzeentch’s Fire Storm.
Actions
Vessel of Chaos. Melee Weapon Attack: +6 to hit, reach 1,5m, one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 11 (2d10) chaotic damage. A critical hit with this quarterstaff forces the target to develop one random mutation.
Legendary Actions
Vilitch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sorcerer regains spent legendary actions at the start of his turn.
Cantrip. Vilitch casts a cantrip.
Ever-Shifting form. Vilitch regains 20 hit points and develops one random mutation.
Spell (Costs 2 Actions). Vilitch casts a spell.
Followers of Slaanesh
Slaanesh, also known as the Dark Prince, the Prince of Pleasure, the Lord of Excess, the Perfect Prince, and even the Prince of Chaos is the Chaos God of Pleasure, Passion, Love and Decadence. Slaanesh is the the Dark God dedicated to the pursuit of earthly gratification and the overthrow of all decent behavior, as well as hedonism and pleasure for its own sake. He is the God of Obsession, the Master of Excess in All Things, from gluttony to lust to megalomania. Out of all the pantheon, Slaanesh is the youngest of the Chaos Gods, for the complex emotions of Love and Decadence can only exist within the minds of intelligent races.
On one side of his nature, Slaanesh is the embodiment of Love, Passion and the vibrant Art. Those that dabble with such emotions are usually those of artisans, dancers and flamboyant nobles of the southern realms. However, he is also the embodiment of Hubris, Pride and Pain. Every breath is an opportunity to take in a new scent. Each glass raised is a chance to savor a new flavor. On every battlefield, each sword blow can entice a never before heard pain filled scream. From his glittering palace, the Lord of Excess revels in each new sensation discovered. He guides and directs the inhabitants of the world to push ever onwards towards new heights of sensation with no forms of moral boundary.
Unlike the influence of the other Chaos Gods, Slaanesh influence is more prevalent amongst the civilized nations of the Old World. The warlike tribes of the north have very little time to indulge themselves in their desires, for every waking moment is a simple fight for survival. As a result, perhaps the most numerous disciples of Slaanesh hail from the decadent peoples of the south. It is only from here that a person can indulge themselves in the pleasures of life, such as beautiful artwork, culinary delights, extravagant clothing, and the pleasures of the flesh. And none have the time and wealth to indulge themselves in such delights than the wealthy nobility.
Slaaneshi Cults
Easily the most insidious and subtle of the Chaos cults, followers of Slaanesh are dedicated to serving their God through the subversion and corruption of others. Cultists are wanton hedonists who seek stranger and more perverse delights to shock their jaded senses into some kind of reaction. Over time, cultists lose all sense of morality or scruples, turning to murder and vile debauchery in the name of Slaanesh, the God of Pleasure.
The cult of Slaanesh strives to insinuate itself in all levels of society. It is popular among the upper classes, the members of which often do not know exactly what it is that they are worshipping. In their quest for pleasurable moments, these misguided folk find amusement and novelty in paying homage to strange, seductive idols or partaking in debauched gatherings behind closed doors. Artists, poets, and other seekers of sensual things are often drawn to Slaanesh’s cults. Of them all, the cult of Slaanesh is probably the hardest to uproot, as the political fallout of revealing such heresy could topple the entire Empire.
The cult also has its worshippers among the lower classes, who use its practices to find some form of relief from their harsh, degrading lives. Some festivals and holy days, particularly those with a message of release and letting go of restraint, push into what some could consider blasphemous ground, where Slaanesh holds sway. Cultists take advantage of these times to recruit new followers with promises of delights and decadence. Witch Hunters and priests of the sanctioned cults keep a close eye on these festivals to ensure that they do not lead followers astray.
Hellstriders of Slaanesh
Hellstriders of Slaanesh are devotees of torment who hunt from the back of impossibly swift daemonic steeds. They fight to inflict pain and despair, landing mortal blows upon their victims where they are most likely to prolong the agonizing moment of death. Some Hellstriders fight with blades that long ago mutated into their own flesh, whilst others carry a mass of writhing lashes that move with an intelligence of their own. These barbed whips strike out with incredible speed, splitting skin, ripping out throats and flensing flesh in the blink of an eye.
Slaanesh finds the desperation of mortals exhilarating, especially in those wretches who struggle in vain to achieve greatness when they possess neither the strength nor the cunning to succeed. To these weak willed men, Slaanesh whispers a dark bargain; power, but at a price. The Dark Prince sends a Steed of Slaanesh to these mortals, offering the creature as a gift to carry him from one glorious victory to the next. In exchange, Slaanesh asks only that his enemies’ souls are sacrificed to him. Few can resist so tempting an offer, for with such a kingly gift they would surely have the power they need to become a mighty Chaos Lord. However, once they sit astride the daemonic steed and the pact is sealed, they will never again dismount. Though they do not yet realize it, they have just become Slaanesh’s willing slaves.
As a Hellstrider fells his enemies, each slain soul is rewarded by the Dark Prince. Intoxicating energy courses through the warrior’s veins, invigorating his form with a potent draught of pain and despair which leaves him shuddering in delight. However, such pleasure does not last for long, and it is addictive in the extreme. At battle’s end, all that remains are the pangs of suffering and a gnawing hunger that consumes all thoughts bar one; to feel Slaanesh’s stimulating embrace again. Not even the dream of becoming a mighty Lord of Chaos survives, sacrificed as the cravings take hold. So it is that Hellstriders have cursed themselves to the eternal hunt; they must fight to feed their addiction to pain and torment, or die from the withdrawal; there are no other choices.
Hellstrider of Slaanesh
Medium humanoid, chaotic evil
- Armor Class 22 (shield, light chaos armor)
- Hit Points 91 (14d8 + 28)
- Speed 15m (on foot)
STR DEX CON INT WIS CHA 15(+2) 22(+6) 14(+2) 12(+1) 10(+0) 20(+5)
- Saving Throws Dex +11, Cha +10
- Skills Acrobatics +11, Animal Handling +11, Deception +10, Intimidation +10
- Condition Immunities charmed
- Senses passive Perception 10
- Languages Common, Dark Tongue
- Challenge 7 (2900 XP)
Mark of Slaanesh. The hellstrider of Slaanesh has advantage on Wisdom and Charisma saving throws. In addition creatures have disadvantage on saving throws to resist charm effects from the blessed.
Battle Hedonist. The hellstrider is rewarded by an intense wave of pleasure each time it collects souls for its master. Whenever the hellstrider drops an enemy to 0 HP, that creature must succeed on a Death saving throw or be immediately slain, as its soul is delivered to Slaanesh. The hellstrider also gains 20 temporary hit points in the process.
Actions
Multiattack. The hellstrider makes three attacks with its command-flail or spider-longbow.
Command-Flail. Melee Weapon Attack: +13 to hit, reach 3m, one target. Hit: 12 (1d8 + 8) slashing damage.
Spider-Longbow. Ranged Weapon Attack: +11 to hit, range 45/180m, one target. Hit: 10 (1d8 + 6) piercing damage.
Sigvald the Magnificent
Sigvald the Magnificent, known also as Prince Sigvald, the Geld Prince and the Prince of the Decadent Host, is amongst the most infamous of Slaanesh's favored servants within the Old World, made legend by his prowess on the battlefield and his disturbing yet angelic beauty. Though he appears to be little more than sixteen summers of age, Sigvald the Magnificent has blighted the world for over three hundred years.
The personification of beauty on the outside, but rot within, the Geld Prince rides at the head of an army of utterly devoted followers who would give their lives for him without a second thought. His elite bodyguard bear mirrored shields so that Sigvald might bask in his own divine glory, and dozens of exotic females attend to his every whim and desire.
Such are the depths of Sigvald’s self obsession that he will even call his retainers to attend him with their mirrors in the midst of battle, preening and murmuring compliments to himself as men plunge into battle and die all around him. Sigvald’s baroque armor remains forever untarnished by age or the tiniest fleck of dirt, and warm perfumed air surrounds him even during the fiercest blizzard. The ground itself reshapes itself to let Sigvald pass, and his feet float an inch above the world’s surface so that his boots are never touched by the mud or gore of the battlefield. He has defeated warriors twice his size with a contemptuous flick of his rapier, for Sigvald the Magnificent is the chosen scion of Slaanesh, his every wish granted in exchange for an eternity of depravity.
History. Sigvald was once the son of a powerful warlord king whose dark desires led him to carnal and unnatural acts. When a child was born from the union of the warlord and his own sister, the bastard infant was handsome indeed. His hair was like spun gold and his skin was unblemished save for a tiny horned birthmark on the back of his neck. At first, Sigvald’s every wish was made manifest. However, the Prince’s excesses eventually grew too obscene even for his father and, when his fondness for human flesh was discovered, Sigvald was banished. The boy prince feigned dismay, but when his father retired for bed, Sigvald slew him with his own blade. The boy prince left the tribe, reasoning that a man of his calibre would thrive in the Chaos Wastes. And thrive he did, but not through honest toil. Before the next dawn, the young warrior had a new patron in the form of Slaanesh.
This all came to pass when Sigvald came upon a small valley nestled between a small mountain range, deep within the heart of the Chaos Waste. It is here that he found a serene and beautiful landscape, completely shielded from the horrors which rage across the northern hellscape. It was from here that Sigvald, in his desire for perfection, gave his soul to a daemonic Slaaneshi entity known only as Belus Pül. In exchange for his patronage, Sigvald promised the daemon that he would follow his dream and indulge himself in every kind of decadence no matter how slight. With his soul sold to the daemon, Sigvald was given the power he needed to acquire anything he so desires.
Hundreds of years later, Sigvald the Magnificent marches to war at the head of an army of admiring followers. Any who the Prince deems to be ugly, crude or irritating he has put to the blade, sometimes eradicating whole cities on a whim.
Slaanesh spoils his adopted son as an indulgent father, and Sigvald’s wild excesses only serve to elevate him further in the Dark Prince’s favor. Jaded and capricious in the extreme, Sigvald the Magnificent ever strives to plumb new depths of cruelty in his conquests. He inspires fanatical devotion in his followers, for they know that in the aftermath of battle, they may sate their most unholy lusts without restraint.
Prince Sigvald, addressing his warhost:
"Sickly, sinful, spectacles stand, shuffle, shamble and saunter shamelessly in mine scandalized sight! I suggest a solution... Surely such sedition should sour and succumb to Sigvald; the salacious, scandalous and sensational servant of Slaanesh! Son of Succubi, scion of sordid acts and slayer of squalid serfs! See how I stroll, stride, swagger and swirl, spin, slash and stab at stupid, senseless scum! Soon they shall swoon, shall seek solace and death from sundry torments wrought on them by my strategic, severing, scintillating shower of shimmering strikes! Send for the sword; summon Sliverslash!"
Sigvald's Folly. It was the year 211 of the 11th Phoenix King. Having long felt aggrieved that the folk of Ulthuan were renowned for more fulsome and golden locks than he, Prince Sigvald took ship to the Island, his goal to scalp every Elf who crossed his path. With him traveled an army of blood hungry Chaos Warriors, who cared not why Sigvald brought war to the Elven realm, so long as there was plunder to be taken and the glory of the Dark Gods to be earned.
Princess Eldyra, by now a general in her own right, led the counterattack. Initially unsure of the Chaos horde's size, Eldrya elected to harry the force as it headed inland. Charioteers were tasked with hunting down and eliminating Sigvald's scouts, whilst Shadow Warriors launched daring night time raids to destroy supplies, slay horses and assassinate the Chaos Lord's lieutenants. At Eldrya's direction, spells of concealment hid towns, waystones, and mansions from the oncoming foe. Harried and blinded, Sigvald's army was soon lost in the Cothique highlands.
Division soon set in amongst the Chaos ranks, for there was little plunder, and no glory at all in enduring the lethal pinpricks of the Shadow Warriors' attacks. Sigvald had to best ever more frequent challenges to his leadership, yet pride would not allow him to turn back or compromise his goals. Soon, he had slain as many of his own lieutenants as had the Shadow Warriors who plagued his advance. It was in the midst of one such death duel, begun by a hulking brute named Dranak Goredrinker, that Eldrya finally unleashed her attack.
Pennants streaming, great spear formations of Silver Helms pierced the heart of the Chaos army, slaying a great many of the Northmen before they could even form up. Even then, the Chaos Warriors could have prevailed, had Sigvald found it within himself to set aside his enmity with Goredrinker for a few hours. As it was, Sigvald's vain refusal to halt the death duel for such a trifling occurrence as an enemy attack cost his army dear. By the time night fell, the High Elves had won a crushing victory.
Goredrinker had fallen to Sigvald's silver blade, and what little remained of the Chaos army had scattered and fled. For his part, Sigvald simply wandered off in the final stages of the battle, hacking down any who tried to stop him. Goredrinker's spilt blood had reminded the prince of a particularly rancorous bottle of Bretonnian wine he had once sampled, and he was suddenly minded to wreak vengeance on its creators.
End Times. Sigvald was present in Bretonnia during the End Times, sampling the finest flesh that Parravon had to offer. He was then, to his disgust, teleported directly to Archaon. He took particular insult to being paired with the Troll king, Throgg.
He eventually came up against Krell, one of Nagash's Mortarchs. The undead Chaos Warrior was initially able to dominate their fight, wounding Sigvald greatly and permanently ruining his once handsome face. At this, Sigvald gave into a rage more akin a Khornate Berserker than a Champion of Slaanesh, granting the Wight King yet another death. As Sigvald knelt over his opponent's body, he let out a scream of anguish. It was then that Throgg appeared behind him. The monster pummeled Sigvald into nothing more than a bloody pulp, before urinating on his ruined corpse.
Prince Sigvald
Medium humanoid, chaotic evil
- Armor Class 29 (Mirror Shield, Auric Armor)
- Hit Points 180 (24d8 + 72)
- Speed 15m.
STR DEX CON INT WIS CHA 18(+4) 24(+7) 16(+3) 12(+1) 8(-1) 26(+8)
- Saving Throws Dex +13, Cha +14
- Skills Acrobatics +13, Deception +14,
Intimidation +14, Persuasion +14- Condition Immunities charmed, exhaustion, frightened
- Senses passive Perception 9
- Languages Common
- Challenge 17 (18000 XP)
Mark of Slaanesh. Sigvald has advantage on Wisdom and Charisma saving throws. In addition creatures have disadvantage on saving throws to resist charm effects from him.
Mirror Shield. If Sigvald makes a successful saving throw against a spell, or a spell misses it, he can choose another creature within 9m of him that he can see. The spell affects the chosen creature instead of the Prince.
Auric Armor. Tendrils of dark energy constantly caress the skin of the wearer, rejuvenating his flesh and closing his wounds with a tender touch. Sigvald regains 10 hit points at the start of his turn.
Legendary Resistance (3/day). If Sigvald fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. Sigvald can use his hair flip if available and then make five attacks.
Sliverslash. Melee Weapon Attack: +17 to hit, reach 1,5m, one target. Hit: 16 (1d10 + 11) slashing damage. Critical hits grant an extra melee attack with the sword.
Hair Flip (Recharge 5-6). The vision of the Prince is so beautiful that he can cast Dominate Person against an enemy looking at him (DC=22).
Legendary Actions
Sigvald can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Prince regains spent legendary actions at the start of his turn.
Too Pretty to Damage. Sigvald makes a Persuasion check against a Wisdom saving throw from a creature within 12m. On a success the target is reluctant to hit Sigvald, causing disadvantage on attack rolls against him for 1 round.
Charge. Sigvald moves and performs one melee attack.
Blinding Beauty (Costs 2 Actions). The Prince sparkles like a star. Each creature, in a 30m radius around him, must succeed on a Constitution saving throw (DC=22) or be blinded for 1 round.
Followers of Nurgle
Nurgle, also known as the Plague Lord, the Lord of Pestilence, the Fly Lord, and the Urfather is the Chaos God of Disease, Decay, Destruction, and Death by Rebirth. He is the eldest of the four Chaos Gods and is the most directly involved with the plight of mortals, particularly humans who suffer so acutely from a fear of death. Indeed, Nurgle is undoubtedly the oldest of the Chaos Gods, for the process of death and decay is as old as Life itself. When the first forms of life had lived upon the universe, they've lived and then would inevitably die, and from this death came the primordial Nurgle.
On one side of his nature, Nurgle is unexpectedly also the God of Rebirth. After all, decay is simply one part of the cycle of life, without which no new life could grow. In the same way, Nurgle is also the God of Perseverance and Survival. While those who wish to spread decay and corruption are certainly amongst his followers, there are also those who wish to endure, to become tough enough to handle the difficulties and opportunities presented by an uncaring world. Many of those affected by Nurgle's poxes usually turn to him in order to escape the pain caused by sickness and disease, and while the other Three Gods of Chaos have little care for their followers, it is Nurgle who places an uncommon love, admiration, and faith upon those that would follow his blighted footsteps.
Out of all the Dark Gods, Nurgle is perhaps the least worshiped amongst the tribes of the North. Nurgle's worship is only done when plagues and disease are prevalent amongst their people, for to do so otherwise would simply bring the same diseases upon their lands. In this dire state, the Northmen tribes would often appease Nurgle by offerings of gifts or sacrifices so that he would spare them from his diseases. Those that embrace these "gifts" are given unbelievable constitution against all disease and against even mortal weapons. Only the most powerful weapons or the most lethal of wounds can ever have a chance to bring a Follower of Nurgle down for good, and even to get close to such followers would often bring death to the aggressor himself.
Nurgle's Rot
Though any disease can drive a mortal into the waiting arms of the Lord of Decay, Nurgle's Rot is the most certain. The Lord of Decay’s most infamous accomplishment sets the benchmark for all his other creations. Despite millennia of effort, he has never bettered that disease which bears his name: Nurgle’s Rot. It is the most contagious, most rapacious, and most heinous of all sicknesses, poxes, and fevers he has ever produced. The Imperial authorities have put entire villages to sword and flame at a single instance of Nurgle’s Rot; such is the terror it provokes.
Symptoms vary so wildly that no physician can deduce a cure, but the disease incorporates all the worst elements of every plague that has ever afflicted the world, slowly rendering the sufferer into a bloated, rotting, living corpse before an eventual, agonizing demise. Worse, its effects do not stop with death, for the soul of a mortal who succumbs to the infection belongs to Nurgle, doomed to serve forever as a plaguebearer.
Tradition has it that, for each person who contracts Nurgle’s Rot, a seed like a rotten boil sprouts from the boughs of the mouldering willow trees which grow in Nurgle's Garden. As the disease takes hold of the sufferer, that seed is said to swell into a vile, bubonic fruit which feeds off the afflicted person’s soul like a tick gorging itself on its host’s blood. When the bloated victim expires in a mess of bloody phlegm, the final traces of his soul are sucked into the engorged fruit, and the ripe flesh bursts apart as a new plaguebearer slips and slithers into existence.
Nurgle's Rot spreads through contact. The infected merely has to touch another to spread its taint. Occasionally, this plague pops up on its own, but individuals can catch it in a variety of other ways, including being struck by an infected Champion of Nurgle, stepping in a sticky pool left by a Great Unclean One, or by touching a Death Head. Such exposures are all blessedly rare.
The Chant of Nurgle:
"Buboes, phlegm, blood and guts! Boils, bogeys, rot and pus! Blisters, fevers, weeping sores! From your wounds the fester pours."
Plague Zombies
Plague zombies are victims of a virulent and deadly infection known as the "Zombie Plague" or the "Curse of Unbelief", which is spread by the minions of the Plague God Nurgle. Not only do the afflicted die as the result of the disease but they return as undead, mindlessly devoted to adding their former comrades in arms to their number.
The Zombie Plague is one of the many foul contagions spread by the followers of Nurgle. It is a combination of a Chaos infection and a physical malaise. The plague degenerates those it infects, although a portion of the victim's life essence is retained by the body even after physical death has occurred. The disease is a spiritual contagion as much as physical one; afflicting those lacking in utter faith. Plague zombies act like archetypal zombies; mindless, shambling and cannibalistic; they are hard to kill and generally require a traumatic blow to the head to stop them.
On affected villages, a once loyal man of the Empire may survive by pledging new allegiance to the Chaos Gods. This is problematic in the extreme for any Imperial reclamations, because, as well as the zombies themselves, they are forced to fight hordes of cultists who have had plenty of time to take over the local defenses.
Horde of Zombies variant:
The horde is a CR 3 (700 XP) creature with the stats of a Plague Zombie but with the following changes:
- It has 136 (16d8 + 64) HP.
- It is considered a huge swarm of medium undead.
- It can attack once each enemy within reach. If the swarm occupies an enemy's space that attack is with advantage and it deals
18 (4d6 + 4) bludgeoning damage.
Plague Zombie
Medium undead, chaotic evil
- Armor Class 8
- Hit Points 34 (4d8 + 16)
- Speed 12m.
STR DEX CON INT WIS CHA 13(+1) 6(-2) 18(+4) 3(-4) 6(-2) 5(-3)
- Damage Immunities necrotic, poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision, passive Perception 8
- Languages understands the languages it knew in life but can't speak
- Challenge 1/2 (100 XP)
Nurgle's Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Zombie Plague. Creatures killed by a plague zombie are reborn as zombies themselves.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 1,5m, one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Carnival of Nurgle
The Carnival of Nurgle is a daemonic carnival said to roam the mortal world on ill fated nights. Creaking wheels and the clop of hooves at dusk announces its arrival. From the gloom emerges a procession of wagons drawn by emaciated horses. The once colorful canvasses of these decrepit carts are torn aside, and gangrenous daemons jump out. Plaguebearers prepare for the performance while Nurglings bicker underfoot.
From the largest carriage shuffles a hulking Great Unclean One, the plagued ringleader of the show. The daemons begin their Dance of Death around the chosen settlement. Nurglings sing in falsetto, the plaguebearers in tenor, and the Great Unclean One provides a deep baritone. They sing of the delicious doom that awaits their victims. As the pageant progresses, the cacophony gets louder, and is joined by the howls of dogs and lowing of cattle from the nearby settlement. Pandemonium seeps into the dreams of the sleeping villagers, while those awake lie paralyzed with fear.
Upon the seventh circuit, the hullabaloo rises to fever pitch. Butter curdles, and milk sours. As a pale sun dawns in a sallow sky, silence falls. Then the daemons begin the main entertainment, afflicting every known disease upon their screaming audience. By nightfall, only rotten bones tell of the carnival’s passing.
Hilde Braun, Reiklander peasant:
"I saw that carnival, terrible it was, a thousand wagons pulled by a thousand skinny beasts. All covered in rancid hides they was, people in threadbare cloaks, making their way towards town. And then one of them, it was like he was made of dough so fat and pale he was, asked me to dance. And suddenly it was as if he was a real gent, a proper nob, with a nice jacket and all. And as he asked me I heard music like there was a band of minstrels right behind him. But I looked again and there was only his grotty wagon and his sick nag. Well, I don’t dance, see, so I took a bite of me onion and ran as fast as I could."
Death Head of Nurgle
The Death Heads of Nurgle are common tools of war used by the thralls of the Plaguelord. Taking the skulls of foes they conquer, they cover them with wax mixed with blood to make them watertight. Then they draw pus from a Great Unclean One and pour it into the brain cavity before sealing it with more wax.
The skin of these severed heads are drawn tightly over the skull so that every detail of the bone beneath stands out starkly. Crawling with flies and maggots, such profane relics reek of evil, being used as grenades that erupt with clouds of Neighlish Rot upon hitting the ground. Only servants of Nurgle can handle these Death Heads safely. Anyone else who touches these items automatically contracts the deadly disease.
Pestigors
Those of Drakwald's beastmen that worshipped Nurgle were the most foul smelling and putrid of their kind. Clad in rusted scraps of armor and covered in revolting growths, these savage tribes were known as the Walderbeasts, and revered the cycle of life in its most disgusting forms.
Pestigors are Beastmen who are sworn devotees of the Chaos god Nurgle. They are racked with pestilence, disease and malformations but still maintain the morbid vigor of their patron god. Another abnormality that they have is that they often bear only a single horn, which is very uncommon among Beastkin. They are extremely tough and carry a substantial amount of armor (for Beastmen), as well as being more organized and disciplined. Other lesser Beastmen among both Gors and Ungors revere Pestigors and other Bestigors blessed by Chaos, respecting them greatly.
Pestigor
Medium humanoid, chaotic evil
- Armor Class 19 (medium chaos armor)
- Hit Points 95 (10d8 + 50)
- Speed 9m.
STR DEX CON INT WIS CHA 18(+4) 12(+1) 20(+5) 8(-1) 14(+2) 8(-1)
- Saving Throws Str +8, Con +9
- Skills Athletics +8, Stealth +5, Survival +6
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons.
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision, passive Perception 12
- Languages Beast Tongue
- Challenge 6 (2300 XP)
Beast Charge. If the pestigor moves at least 6m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 3m and knocked prone.
Forest Ambusher. The pestigor has advantage on Stealth checks while hiding in a forest. In addition it has advantage on attack rolls against surprised enemies.
Frenzy. While in combat the pestigor has advantage on saving throws against charm and fear effects. In addition it can dash as a bonus action.
Mark of Nurgle. The pestigor has advantage on Constitution saving throws and is immune to diseases.
Nurgle's Fortitude. If damage reduces the pestigor to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant or from a critical hit. On a success, the pestigor drops to 1 hit point instead.
Reckless. The pestigor throws aside all concern for defense to attack with fierce desperation. Melee Strength attacks have advantage for this round of combat, but attacks against it also have advantage.
Actions
Multiattack. The pestigor makes two attacks with its blight-greataxe.
Blight-Greataxe. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 10 (1d12 + 4) slashing damage plus 5 (1d10) poison damage.
Gore. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 11 (2d6 + 4) piercing damage.
Rot Helms
The Putrid Rot Helms, also known as the Exalted Champions of Nurgle, are not one particular tribe or group, but rather a loose brotherhood that spans the northernmost regions of the world. Each of their number has been touched by Nurgle via his earthly emissaries; specifically, the daemonflies that have hatched from within the Chaos champion Bloab Rotspawned ever since the Lord of Decay claimed the sorcerer as a host for his tiny servants. Whilst Bloab Rotspawned sleeps, his many parasites whisper and scheme inside his sac like gut, talking of those warriors abroad in the world who deserve the favor of the Lord of Decay. When one such champion has proven himself beyond a doubt, a single daemonfly will take it upon itself to wind its way out of Bloab's snoring mouth and flit erratically into the night sky. So begins the tiny messenger's long journey, but it is not one without aid. As the daemonfly buzzes across the moonlit landscape, the sick light of Morrslieb enriches and invigorates it, filling the tiny creature with the energies of Chaos. Drawn to its quarry by a silver thread of fate, the fly will journey across half the world if necessary before alighting gently on the head of its target and sinking its mandibles into the flesh; a daemon kiss from Nurgle himself that transfers great physical strength and resilience. From that point on, the fly touched warrior finds himself completely attuned to the desires of Grandfather Nurgle, a ready made bodyguard for the Urfather's champions and a deadly force of destruction in his own right.
Connoisseurs of pestilence, these redoubtable warriors were tireless in their pursuit of new plagues to sample. They constantly vied amongst themselves for the most glorious of disfigurements and bone twisting mutations. In battle the Sons of the Last Plague were a powerful force indeed, able to shrug off the most vicious of blows as if they were no more than a mild inconvenience.
Though such individuals tend to band together and hence are usually encountered in warbands or tight knit military groups, each of the Rot Helms is deadly in his own right, a champion in the making who is fully prepared to fight and die for his vile god's cause. Many and varied are the weapons with which these blessed few perpetuate the cycle of life and death. They range from those which typify the tribes of the north, such as bone crushing flails and flesh hewing axes, to far stranger tools of destruction that echo the proclivities of their patron. Some of their number boast insectile appendages, others battle scythes, or staffs that carry massive verdigris stained bells, each clanging out a sonorous death toll as its wielder caves in the skulls and ribcages of his foes.
All champions of Chaos hope the eyes of their gods stare down upon them whilst they go about their violent work. With the Putrid Rot Helms, it is all but certain. They are fully aware that their lord has not only selected them individually for glory, but also passed a little of his boundless strength onto them so that they might fulfill the destiny apportioned to them. These are the slayers of monarchs and monsters, the bane of judges and priests. They exist to bring the mighty low so that the meek might devour them, hatching a thousand minor lives from every major kill. In this way Nurgle's largesse continues its eternal cycle, forever breaking down the edifices and edicts of civilization and replacing them with he teeming wilderness of unbound life.
The first of the Chaos worshippers to feel the touch of Nurgle's insectoid messengers were the Chaos warriors that garrisoned Brass Keep. Having fought their way deep into the Empire at the vanguard of Undra Kul's invasion, the Repugnauts had already made a name for themselves by committing acts of bloody desecration in the name of Nurgle wherever they went. They were part of the besieging army that assailed the titanic Brass Keep, for the fortress had changed hands many times over the years, and had proved an indomitable bulwark for both the Empire and its enemies.
Rot Helm
Large humanoid, chaotic evil
- Armor Class 19 (heavy chaos armor)
- Hit Points 138 (12d10 + 72)
- Speed 7,5m.
STR DEX CON INT WIS CHA 20(+5) 8(-1) 22(+6) 10(+0) 14(+2) 12(+1)
- Saving Throws Str +10, Con +11
- Skills Athletics +10, Survival +7
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons.
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision, passive Perception 11
- Languages Common
- Challenge 9 (5000 XP)
Acid Pustules. When the rot helm takes damage of any type but psychic, each creature within 1,5m of the rot helm takes 4 (1d8) acid damage.
Nurgle's Fortitude. If damage reduces the rot helm to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant or from a critical hit. On a success, the rot helm drops to 1 hit point instead.
Mark of Nurgle. The rot helm has advantage on Constitution saving throws and is immune to diseases.
Nurgle's Rot. Whenever a creature is touched by the rot helm, it must succeed on a DC 16 Constitution saving throw or be infected as well. It takes 1d4 days for the Rot's symptoms to manifest in an infected creature. Symptoms vary wildly, since the disease incorporates all the worst elements of every plague that has ever afflicted the world, slowly rendering the sufferer into a bloated, rotting, living corpse before an eventual, agonizing demise. Worse, its effects do not stop with death, for the soul of a mortal who succumbs to the infection belongs to Nurgle, doomed to serve forever as a Plaguebearer. If an infected creature is dropped to 0 HP, it is reborn as a Plaguebearer of Nurgle. At the end of each long rest, an infected creature must make a DC 16 Constitution saving throw. On a failed save, the character gains one level of exhaustion, is considered poisoned for the rest of the day and suffers 6d6 poison damage. On a successful save, the character's exhaustion level decreases by one point.
Actions
Multiattack. The rot helm makes two attacks with its blight-greataxe.
Blight-Greataxe. Melee Weapon Attack: +10 to hit, reach 3m, one target. Hit: 15 (3d6 + 5) slashing damage plus 5 (1d10) poison damage.
Though they lost the greater part of their number to Empire sorties and the cannon fire from Brass Keep's walls, the Repugnauts were finally able to break the fortress when they invoked Nurgle's favor to pollute the stone of the castle itself and hence infect the greater part of its defenders. They took the fortress, but the armies of the Emperor finally repelled Undra Kul's invasion, and the Repugnauts and their fellow warriors were left defending a staging post that never saw reinforcement. Cut off from the shattered armies of their fellows, the warriors decided to hold the fortress in the Middle Mountains for as long as possible. They reasoned that another Chaos invasion would hack its way into the Empire within a few years and that when it did, they would be ideally placed to fight at its bloody tip. The months slid past, however, and one by one the Chaos worshippers that had taken Brass Keep for their own succumbed to the same plague with which they had taken the fortress only a few harrowing months before. Only those blessed in the sight of Nurgle survived the sickness, the Repugnauts foremost among them.
When the aid of the Dark Gods came, it was not in the form of a baying horde of bloodthirsty barbarians, but instead as a swarm of droop legged daemonflies. The swarm buzzed down from the overcast skies and into the fort's corridors and cells. There each of the tiny beasts, still dripping wet from bathing in the weeping sores that lined Bloab Rotspawned's insides, settled on the guts of the few Chaos warriors left within the keep's walls. Within a matter of days the Repugnauts grew swollen and fat on the vibrant enemies that hummed through them. Some rotted, some bloated, some changed to resemble the insects that marked them out for the favor of Nurgle in recognition of their boldness. Around them the Keep itself changed, large portions of its walls dripping unclean fluids into the mountainside that surrounded it. By the time the maggot riders of Icehorn Peak had reached the fortress, its inhabitants had been reshaped completely by the polluting power of their patron, a warband of veteran killers with the power of a small army in its own right.
Similar stories unfolded from Norsca to the Nordland coast. The daemonflies bore of Bloab's gut would swarm out across the lands, settling upon the brows or abdomens of those that their divine master deemed worthy. The Scions of the Last Plague, longtime allies of the Dragonbone tribe, found their idle appreciation for disease blossom into full scale obsession as flesh hardening plagues and bone twisting fungus blossomed across their physical forms. Less than a moon's turn after their ugly transformations, the Scions had fought their way to become the champions of Gutrot Spume's armies. Amongst the warriors from the Glottkin's muster at Fjordlingtribe, the most devoted of the triplets' followers found themselves bulge and bulk out, as mutations of a severity that would have killed lesser men bestowed strength instead of weakness. Wherever Nurgle's influence would be needed most in the world spanning struggles that were to come, the Putrid Rot Helms were there, bound together not by a formal brotherhood but by the will and foresight of their disgustingly generous god.
Nurgle's Rot effects:
Since this disease encompasses all the effects of the other plagues, that have been created by the Rot Father, new symptoms can manifest each day. An infested creature may develop new effects after each long rest on a failed Constitution saving throw (DC= 10 + Constitution modifier of the creature that infected the diseased). This effects are permanents and are actives each time the diseased fails its saving throw at the end of a long rest. A successful save inhibits the effects until the next long rest.
New effects may include:
- 1d10 psychic damage and development of an indefinite madness each time it is under intense stress
- Muscle Rot; Strength and Dexterity suffer a -2 penalty (cumulative for each failed save).
- The creature's blood turns to acid. It suffers an additional 1d10 acid damage each time it is hit by slashing attacks. This damage becomes 2d10 when the creature is bloodied (under half HP).
- Crippling Diarrhea; every time the creature rolls a natural 1, it is afflicted by intense pain as it evacuates its bowels. It is incapacitated, and suffers 1d6 bleeding damage at the start of its turn, until it succeeds on a Constitution saving throw (DC=12).
If the diseased pledges its soul to Nurgle all the negative effects are replaced by the Mark of Nurgle.
Knight Entropic
Large humanoid, chaotic evil
- Armor Class 16 (medium chaos armor)
- Hit Points 105 (10d10 + 50)
- Speed 7,5m.
STR DEX CON INT WIS CHA 18(+4) 7(-2) 20(+5) 10(+0) 12(+1) 11(+0)
- Saving Throws Str +8, Con +9
- Skills Athletics +8, Survival +5
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision, passive Perception 11
- Languages Common
- Challenge 6 (2300 XP)
Mutant. The knight's tentacles grant it advantage on Strength (Athletics) checks made to grapple. In addition it regains 10 hit points at the start of its turn. If the knight takes fire or radiant damage, the regeneration doesn't function at the start of its next turn.
Nurgle's Fortitude. If damage reduces the knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant or from a critical hit. On a success, the knight drops to 1 hit point instead.
Mark of Nurgle. The knight has advantage on Constitution saving throws and is immune to diseases.
Actions
Multiattack. The knight makes three attacks: two with its blight-greataxe and one with its tentacles.
Blight-Greataxe. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 10 (1d12 + 4) slashing damage plus 5 (1d10) poison damage.
Tentacles. Melee Weapon Attack: +8 to hit, reach 3m, one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Knights Entropic
Through ardent service in the name of the Lord of Decay, those who had begun their voyage through the Empire as drooling half spawn were now blessed with the minds to truly appreciate the fruits of their violent labors. Calling themselves the Knights Entropic, those who were once forsaken were now ready to enter into the good graces of Nurgle; though their beneficent patron was generous enough to let them keep every last mutation and disfigurement from their former incarnation.
Lore of Nurgle
As the father of plagues, Nurgle grants his servants a selection of foul spells that spread illness and despair. These spells are characterized by their profound vileness, involving disturbing odors, rotting flesh, and the corruption of the body.
Spells:
The Sorcerers know spells from the following list: Foul Messenger, From One to Many, Joyous Aspect, Miasma of Pestilence, Nurgle’s Boon, Plague Wind, Reveal the Inner Beauty, Stench of Nurgle, Stream of Corruption, Sumptuous Pestilence.
Foul Messenger
Chaotic conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Until completion
You vomit a stream of blue and green insects, summoning a Swarm of Locusts, that flies about you waiting for instructions.
- You may pass a message to the swarm. It will try to deliver the errand to the intended recipient at about 100km per day, whispering in his ear in a hoarse voice that sounds of retching. When they’ve completed their task, they burrow into every one of the recipient’s orifices and vanish once inside. The first time someone receives a message by means of this spell, it must succeed on a Constitution saving throw or suffer 10 (4d4) piercing damage.
- You may order the swarm to aid you in battle against your enemies. In this instance you can control the locusts with a bonus action as long as they can hear you. If they lose contact with you, they will try to carry out the last order received to the best of their capabilities. The swarm vanish if destroyed, or if you cast this spell again.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the locusts feast on your body, causing 25 (10d4) piercing damage, as they appear through your body. The swarm is also hostile to you and remains until destroyed.
Swarm of Locusts
Medium swarm of tiny beasts, unaligned
- Armor Class 12 (natural armor)
- Hit Points 22 (5d8)
- Speed 12m.
STR DEX CON INT WIS CHA 3(-4) 13(+1) 10(+0) 1(-5) 7(-2) 1(-5)
- Damage Resistances bludgeoning, piercing, slashing
- Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses blindsight, passive Perception 8
- Languages none
- Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0m, one target. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Infest. The swarm infests the body of an unconscious humanoid, causing all damage that would be dealt to them to be dealt to the body instead, and preventing them from taking any other actions. If the body takes 10 hit points of damage, the locusts are driven out, and cannot re-enter that body for 24 hours. The unconscious creature takes Death saving throws with disadvantage while infested. If the body is killed during the infestation, it rises as a Plague Zombie and the swarm leaves its body.
From one to Many
Chaotic transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a slippery organ torn from the body of a plague victim)
- Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along with everything it's wearing and carrying, into a man shaped cloud of buzzing flies for the duration. The spell ends if the creature drops to O hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 12m. The target can enter and occupy the space of another creature. The target has resistance to bludgeoning, piercing and slashing damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces.
The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in this form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 magic rips your body to pieces, causing 4d10 slashing damage.
Joyous Aspect
Chaotic transmutation
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Concentration
You place your hands on the face of the target creature, and when the incantation is complete, small green tendrils spread like hairs from your palms. After few seconds of agony, the target’s features are rearranged so any blemish, any affliction, no matter how severe is concealed behind a mask of health. The target including its clothing, armor, weapons, and other belongings on its person, looks different until the spell ends or until you use your action to dismiss it. You can make it a bit shorter or taller, thin, fat, or in between. You can't change its body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the transmutation is up to you. The perfectly formed creature seems a bit false and disturbing. The cheeks are too rosy, the cut of the jaw too perfect, the teeth are a little too white, and the eyes sparkle with lascivious promise. To discern that it is a disguise, a creature can use its action to inspect the target's appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the target's body and soul are filled with uncontrolled magic, causing it to develop one random mutation.
Miasma of Pestilence
Chaotic conjuration
- Casting Time: 1 action
- Range: 36m
- Components: V, S
- Duration: 1 minute
You create a 6m radius sphere of foul green mist centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. Creatures starting their turn inside the fog must succeed on a Constitution saving throw or suffer 4d8 poison damage and become poisoned for 1 minute. The cloud lasts for the duration or until a wind of moderate or greater speed (at least 20 km per hour) disperses it.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you lose your grip over the winds of magic, causing the spell to go off centered on you.
Nurgle's Boon
Chaotic enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a flask of condensed poison worth 100gp)
- Duration: Permanent
A creature you touch develops Nurgle's Rot or the Mark of Nurgle depending on its relation with the Plague Father. If unwilling to cooperate, the creature has to make a Wisdom saving throw against your spell save DC.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you are filled with uncontrolled magical energy, diseases and poison fluids, suffering 4d6 poison damage and 4d6 chaotic damage.
Plague Wind
Chaotic evocation
- Casting Time: 1 action
- Range: Self (30m line)
- Components: V, S
- Duration: Concentration, up to 10 minutes
A line of strong foul winds of Nurgle 30m long and 3m wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line suffers 2d10 acid damage and must succeed on a Strength saving throw or be pushed 4,5m away from you in a direction following the line. Any creature in the line must spend 2m of movement for every 1m it moves when moving closer to you. The vile gust is highly inflammable and corrodes any nonmagical metal that hits. A weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. The same goes for armors and shields with a penalty to AC. If armor is reduced to an AC of 10 or a shield drops to a +0 bonus is also destroyed. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you accidentally conjure a tornado, casting Whirlwind centered on you. The cyclone moves randomly each turn, deals acid damage instead of bludgeoning and lasts for 1 minute.
Reveal the Inner Beauty
Chaotic necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You cause an object or individual you touch to age rapidly. If inorganic, this spell causes nonmagical objects to become brittle, rusting metals and worsening their quality. If organic, the subject ripens rapidly until it begins to spoil, splitting open and spilling its stinking contents everywhere. A living creature must make a Constitution saving throw. It takes 4d8 necrotic damage and ages by that amount years on a failed save, or half as much damage on a successful one.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you experience the necrotic effects of your magic, casting the spell on yourself as dark energy ages your body.
Stench of Nurgle
Chaotic conjuration
- Casting Time: 1 action
- Range: Self (6m radius sphere)
- Components: V
- Duration: Concentration, up to 1 hour
Streams of foul smelling mist rise from your body and pollute the air in a 6m radius around you. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. The stench is so noxious, those who breathe in the fumes are sickened, spraying vomit and becoming nearly incapacitated by the odor. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling, suffering 2d10 poison damage. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 20 km per hour) disperses the cloud after 4 rounds. A strong wind (at least 40 km per hour) disperses it after 1 round.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you are nauseated by your own magic, becoming poisoned for the duration.
Stream of Corruption
Chaotic evocation
- Casting Time: 1 action
- Range: Self (18m cone)
- Components: V, S, M (the head of a poisonous snake)
- Duration: Instantaneous
You spew from your hands a stinking jet of putrid blood, pus, maggots, and slime. Each creature in a 18m cone must make a Constitution saving throw. A creature takes 8d8 poison damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a rotten corpse within seconds.
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 you fail to evacuate the stream of corruption that unpleasantly remains inside your bowels. Each time you suffer melee damage, for the rest of the day, you take an additional 1d8 acid damage.
Sumptuous Pestilence
Chaotic necromancy
- Casting Time: 1 action
- Range: 18m
- Components: V, S
- Duration: Permanent
You try to infect all living creatures within 18m with a terrible plague. Each creature must succeed on a Constitution saving throw or develop one random disease. Roll on the following table to see which pestilence you conjure up. Affected targets may recover (or not recover) from the diseases as normal.
d100 Roll | Pestilence |
---|---|
01–16 | Bloody Flux |
17–32 | Galloping Trots |
33–48 | Green Pox |
49–64 | Kruts |
65–80 | Scurvy Madness |
81–96 | Weevil Cough |
97–00 | Neiglish Rot |
Miscast: On a 18-19 the spell is interrupted with no effects, on a 20 the target is accidentally reinvigorated, gaining a +4 bonus to Constitution for one day.
Diseases
Plague and pestilence are facts of life in the Empire. The common folk suffer yearly outbreaks and epidemics of many types. Some choose to trust to Shallya to heal their ills, whilst others prefer to place their faith in doctors and quackery. Whatever the case, the old, the young, the unwashed and the unlucky are frequent victims of disease. When exposed to a disease, a character must make a successful Constitution saving throw (DC=13) or contract it. The disease lasts for a set number of days, explained in its description, modified by the results of a second Constitution saving throw. Each degree of success shortens the duration by one day, while each degree of failure lengthens it by one day. Once every three days, a character with the Medicine Skill can attempt to aid the character as well. A successful check shortens the duration by one day. When the duration drops to 0, the character recovers from the disease.
The Bloody Flux
Description: The Flux is a common term for any illness that causes the sufferer to void large amounts of matter from their person in a short time. Privy doors flap when the Flux comes to town. The Bloody Flux is a particularly unpleasant strain, often believed to be a punishment from the Gods to the impious. The cures for it are certainly foul, including the inhalation of sulphurous fumes, feeding up with blood sausage, “stopping” with cork and wax or greasing with linnet and pork fat.
Duration: 3 days.
Effects: Severe dehydration causes the character to suffer a -4 penalty to Strength and Constitution.
Kruts
Description: Legend has it that Dwarf herdsmen brought down this itching, crepuscular rash from the mountains. Maddening, painful and embarrassing, this sickness tends to gather about the thighs, groin and torso. Transmitted by touch, this highly infectious rash is quite a social stigma. Sometimes associated with goats, and other livestock, folk medicine recommends shaving the afflicted area and painting it with turpentine.
Duration: 5 days.
Effects: The constant irritation causes the creature to suffer a –2 penalty to Dexterity and Charisma, and its speed is halved.
The Green Pox
Description: This horrid disease is the ravager of many a face. It first manifests cold like symptoms of sneezes and shivering, but soon shows its true colors. The victim is usually bed ridden by the time the first boils begin to swell. Over the course of ten or so days, the victim becomes studded with large, penny sized sores that weep green colored pus. A high fever rages, and a distinctive smell arises from the sufferer’s body. Should they survive the pox, the victim will be covered with large greenish grey scars about the face, throat and shoulders. The Green Pox can recur at any point in the victim’s life from then on, increasing the density and brightness of the pox marks each time. Only heavy makeup can disguise the distinctive marks.
Duration: 14 days.
Effects: Each day the creature has the Green Pox he must make a Constitution saving throw (DC=13). On a failed save it takes 1d8 poison damage every hour, is considered poisoned for the rest of the day and can't regain hit points outside of magical sources.
The Galloping Trots
Description: This vigorous, smelly, and messy affliction is quite common amongst those who pay little care to the cooking and cleanliness of their food. Known in Altdorf as “Rumsters Revenge” after the cheap and dubious “meat” pies sold by Halfling merchants for a penny each, many hungry visitors to the capitol end up “spending a penny twice”. Rest, clean water and plenty of privy rags are the only cure.
Duration: 5 days
Effects: Each time you are under intense stress you must make a Constitution saving throw (DC=13). On a failed save wracking intestinal pain causes you to be incapacitated. You can repeat the save at the start of your turn.
Neiglish Rot
Description: This insidious disease is rightly the most feared of all the Empire’s ills. Whilst most sicknesses destroy the body, this loathsome rot eats away at the very soul of its victim. Sufferers exhibit boils, fever and violent fluxes as the rot withers their frame to leprous proportions. Most end their lives before the final stages of the disease, for the disturbing changes it wreaks upon ones frame are enough to shatter one’s sanity. Many whisper that this illness is the work of the Fly Lord, casting his net to snare souls to his service. Only the mightiest of Shallyan healing magic can cure Neiglish Rot. For most victims, it is a death sentence.
Duration: 30 days.
Effects: Each day the creature has the Neiglish Rot he must make a Constitution saving throw (DC=15). On a failed save it takes 4d6 acid damage, it develops a random Indefinite Madness (DM's Guide page 258) and a random mutation. The diseased is also considered poisoned for the rest of the day and can't regain hit points outside of magical sources. A creatures killed while carrying this plague can't be brought back to life until its soul is freed from Nurgle's Garden.
Scurvy Madness
Description: This dangerous disease causes painful swellings upon the lips, tongue and gums. When these burst usually whilst sneezing foul tasting and infectious pus sprays out, sometimes up to 1,5m away. A high fever induces hallucinations and a terrible thirst in the victim, who must be doused in water and kept cool at all costs. People in the grip of the madness have gone on violent rampages, made shocking admissions and caused dangerous scandals. Folk cures include strapping sufferers to a stout board and forcing either grog with vinegar and lime juice or a live frog down their gullet.
Duration: 7 days.
Effects: The sufferer must make a Constitution saving throw (DC=11) each time it finds itself under stressful situations. On a failed save it experiences strange hallucinations and its pustules fill up with acid fluids, causing the diseased to suffer 1d8 acid damage each time it is struck in melee.
Weevil Cough
Description: Tiny mites that live in hay, wheat and flour stores cause this hacking cough. Spending too much time around infested areas will produce a thick, phlegmy cough, shortness of breath and a distinctive throaty rattle to the voice. Quacks often claim inhaling the vapors of various concoctions, many of them highly addictive, can cure it.
Duration: 3 days.
Effects: Coughing causes the creature to suffer a –2 penalty to Constitution and Charisma. It also has disadvantage on Charisma checks.
Nurglite Sorcerers
Those Champions of Chaos who offer their souls to the Dark Gods in return for the mastery of forbidden lore achieve great power, at a cost. The raw Winds of Magic are often too much for their sanity to bear. Only the strong willed can wield such fearsome magic.
Sorcerers devoted to Nurgle can inflict suffering and affliction at a whim. Clad in decaying Chaos armor and rotten robes, their body host to a hundred ailments, their incantations can cause flesh to blister and skin to slough from muscle. They can enchant worms to infest a victim’s organs, consuming him slowly from within, and can rain down boiling bile from the sky. They also have the power to regenerate injured flesh, scabbing over wounds in mockery of Shallya’s blessings.
Nurglite Sorcerer
Medium humanoid, chaotic evil
- Armor Class 19 (blessed chaos armor)
- Hit Points 168 (16d8 + 96)
- Speed 6m.
STR DEX CON INT WIS CHA 16(+3) 8(-1) 22(+6) 17(+3) 18(+4) 15(+2)
- Saving Throws Con +11, Wis +9
- Skills Arcana +8, Medicine +9, Religion +8
- Damage Resistances bludgeoning, piercing and slashing
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses passive Perception 14
- Languages Common, Dark Tongue
- Challenge 13 (10000 XP)
Nurgle's Fortitude. If damage reduces the sorcerer to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant or from a critical hit. On a success, the sorcerer drops to 1 hit point instead.
Mark of Nurgle. The sorcerer has advantage on Constitution saving throws and is immune to diseases.
Spellcasting. The sorcerer spellcasting ability is Constitution (spell save DC 19, +11 to hit with spell attacks). It knows the following spells:
Cantrips (at will): Bestow Curse, Bless, Bind, Earth Tremor, Enhance Ability, Fire Bolt, Hand of the God, Hideous Laughter, Misty Step, Spew, Spider Climb, Suppress Mutation.
Spells (Lore of Nurgle): Foul Messenger, From One to Many, Joyous Aspect, Miasma of Pestilence, Nurgle’s Boon, Plague Wind, Reveal the Inner Beauty, Stench of Nurgle, Stream of Corruption, Sumptuous Pestilence.
Actions
Magic Devourer-Sword +2. Melee Weapon Attack: +10 to hit, reach 1,5m, one target.
Hit: 9 (1d8 + 5) slashing damage.
Tamurkhan, the Maggot Lord
Tamurkhan, known also as the Maggot Lord, the Son of the Great Kurgan, Master of Hosts, Bringer of Desolation and the Favored of Nurgle, was once one of the greatest Champion of Nurgle in recent history. Numerous legends and lies have clustered about Tamurkhan long before he had gathered his great horde, and in his fulfillment of a prophecy, struck out like a poisoned talon at the wider world beyond the Chaos Wastes. Some tales speak of him to be the millennia old scion of the Great Kurgan, one of four sons, mighty and terrible, who each set out to the four winds to conquer in the service of the four great powers of Chaos.
Others had it that he was no more than a vermin once; a corpse canker grown fat and clever on the spoiled entrails of the battlefield, swelled up and transfigured in the basking light of the Eternal Battle in the uttermost north. In either case he was an arrogant, savage and monstrous warlord, and a true reveler in decay and death, fated as one of Father Nurgle's most favored children for the carnage and suffering he had wreaked in his god's name. As the leader of a decaying warband of fanatical acolytes and twisted monstrosities and riding upon his mighty mount, Bubebolos the Toad Dragon, Tamurkhan carved a bloody path for himself on the road to victory, amassing around him a great host in his master's name.
Vermin Shapechanger. Tamurkhan, as he called himself was not as other warlords and warriors of Chaos, but was subject to a terrible mutation, as truly hideous as it was rare. In mortal form he had been transformed into a befouled, maggot like creature the size of a human child, grey green and rotting, studded with lambently glowing corpse light eyes and a needle like snout that split open to reveal rows upon row of glassy, razor barbed teeth. More awful yet than even his form was the creature's ability to fall upon a human or near human victim and spear into its flesh, bore deep within and devour it from the inside out, inhabiting its dead flesh like a puppet, turning his victim into a stolen second skin in which to do battle. Thus empowered did Tamurkhan prove all but unstoppable, and many mighty foes fell before him. Even if the enemy managed to best him, the true beast would show its face and the temporary victor would become Tamurkhans newly rotting host.
At the outset of Tamurkhan's attempted incursion into the Old World, he wore the flesh of Sargath the Vain, once a powerful Champion of Slaanesh, and took great joy in the slow decay of the warrior's formerly beautiful flesh and the corrosion of his bejeweled armor. This body, which he had worn for nearly a year, failed him however in single combat against the raw strength and brute skill of the Ogre Tyrant Karaka Breakmountain and was cut down, only for Tamurkhan to rise again in the Tyrant's flesh and bone. This perhaps proved his undoing, as never before had Tamurkhan tasted such unrestrained strength and fury, and even though the body continued to rot and sustain grievous injury, he would not abandon it. There were those even in his own camp that maintained that something of the Ogre king's savage spirit remained within it to worry at the Maggot Lord, who seemingly became increasingly dull witted and, crude as the hulking frame rotted around him.
Tamurkhan
Small mutant, chaotic evil
- Armor Class 13 (natural armor)
- Hit Points 91 (14d6 + 42)
- Speed 6m.
STR DEX CON INT WIS CHA 3(-4) 5(-3) 16(+3) 18(+4) 19(+4) 6(-2)
- Saving Throws Con +9, Wis +10
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 14
- Languages Common, Dark Tongue
- Challenge 6 (2300 XP)
Legendary Resistance (3/day). If Tamurkhan fails a saving throw, he can choose to succeed instead.
Parasite. .
Mark of Nurgle. Tamurkhan has advantage on Constitution saving throws and is immune to diseases.
Actions
Multiattack. Tamurkhan makes two attacks with his bite.
Bite. Melee Weapon Attack: +3 to hit, reach 1,5m, one target. Hit: 7 (2d10 - 4) piercing damage plus 11 (2d10) acid damage. If the target is a creature, Tamurkhan can try to infest it. The creature must succeed on a Constitution saving throw (DC= damage dealt by the bite), or become infested. Until this parasitic infestation ends, the target is poisoned.
Legendary Actions
Tamurkhan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tamurkhan regains spent legendary actions at the start of his turn.
Spew. Tamurkhan casts Acid Arrow (2nd level).
Fart. Tamurkhan casts Stinking Cloud centered on himself.
Nurgle's Aid (Costs 2 Actions). Tamurkhan casts Insect Plague (5th level).
Bubebolos (Mount).
Bubebolos is the great Dragon mount of the legendary Tamurkhan. Toad Dragons are huge, reeking, primeval horrors. They are, for the fate of the world, blessedly few in number, and confined largely to the trackless, otherworldly fens of the Cold Mires under the coruscating skies of the uttermost north. It is here it is said that Tamurkhan, chosen son of Nurgle tracked, and using unspeakably foul rites bound to his will Bubebolos, greatest of all Toad Dragons and carrion thing of Nurgle to be his mount and carry him southward.
Tamurkhan (Karaka Breakmountain Host)
Large Ogre, chaotic evil
- Armor Class 21 (superior gut plate)
- Hit Points 284 (21d10 + 168)
- Speed 9m.
STR DEX CON INT WIS CHA 28(+9) 8(-1) 26(+8) 18(+4) 19(+4) 10(+0)
- Saving Throws Str +15, Con +14, Wis +10
- Skills Athletics +15, Intimidation +15
- Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 14
- Languages Common, Dark Tongue
- Challenge 17 (18000 XP)
Legendary Resistance (3/day). If Tamurkhan fails a saving throw, he can choose to succeed instead.
Gut Endurance. The Ogre can use its reaction to reduce the damage dealt by an attack by 1d12 + Constitution modifier.
Mark of Nurgle. Tamurkhan has advantage on Constitution saving throws and is immune to diseases.
Actions
Multiattack. Tamurkhan makes three attacks with his black-cleaver.
Black Cleaver. Melee Weapon Attack: +15 to hit, reach 3m, one target. Hit: 19 (3d6 + 9) slashing damage plus 5 (1d10) poison damage.
Bite. Melee Weapon Attack: +15 to hit, reach 1,5m, one target. Hit: 14 (1d10 + 9) piercing damage. The ogre regains hit points equal to the damage dealt by the bite, if the target is a living creature that can bleed.
Gut-Bump. Melee Weapon Attack: +15 to hit, reach 1,5m, one target. Hit: 20 (2d10 + 9) bludgeoning damage. The target must succeed on a Strength saving throw (DC=19) or be pushed up to 3m and knocked prone.
Legendary Actions
Tamurkhan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tamurkhan regains spent legendary actions at the start of his turn.
Bite. Tamurkhan makes a bite attack.
Gut-Bump. Tamurkhan makes a gut-bump attack.
Nurgle's Aid (Costs 2 Actions). Tamurkhan casts Insect Plague (5th level).
Bubebolos
Bubebolos is an impossibly huge creature; a lumbering horror from a forgotten age whole flesh festers with unwholesome rot, and whose black blood is clotted with maggots and carrion worms. The strength of this colossal beast is prodigious, as is its appetite, while its tainted breath is so corrosive it can liquefy flesh and whither steel in moments. Those it does not devour or smash flash it can smother beneath its feculent bulk as it crawls across the earth; its questing tongue darting out with terrifying speed to snatch up more victims to disappear down its yawning maw.
Bubebolos
Gargantuan monstrosity (toad-dragon), unaligned
- Armor Class 20 (natural armor)
- Hit Points 410 (20d20 + 200)
- Speed 9m, swim 12m.
STR DEX CON INT WIS CHA 24(+7) 11(+0) 30(+10) 3(-4) 11(+0) 4(-3)
- Saving Throws Str +11, Con +14
- Skills Perception +4, Stealth +4
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
- Damage Immunities acid, poison
- Condition Immunities paralyzed, poisoned, frightened
- Senses darkvision, passive Perception 14
- Languages none
- Challenge 20 (25000 XP)
Amphibious. The toad-dragon can breathe air and water.
Legendary Resistance (3/day). If Bubebolos fails a saving throw, it can choose to succeed instead.
Siege Monster. The toad-dragon deals double damage to objects and structures.
Vile Stench. Each creature that breathes in a 6m radius around Bubebolos must succeed on a Constitution saving throw (DC=20) or become poisoned.
Actions
Multiattack. Bubebolos can use its Ensnaring Tongue. It then makes four attacks: one with its bite, two with its claws and one with its tail.
Bite. Melee Weapon Attack: + 11 to hit, reach 1,5m, one target. Hit: 26 (3d12 + 7) piercing damage plus 14 (4d6) acid damage. If the target is a creature, it is grappled (escape DC 17) . Until this grapple ends, the target is restrained, and the toad-dragon can't bite another target.
Claw. Melee Weapon Attack: +11 to hit, reach 3m, one target. Hit: 18 (2d10 + 7) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 3m, one target. Hit: 15 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Acid Breath (Recharge 5-6). The toad-dragon exhales acid in a 27m line that is 3m wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Ensnaring Tongue (Recharge 5-6). Melee Weapon Attack: +11 to hit, reach 12m, one target. Hit: 14 (2d6 + 7) acid damage. The target, if hit, must escape a grappling check of Bubebolos or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the toad-dragon, and it takes 28 (8d6) acid damage at the start of each of its turns. If Bubebolos takes 30 damage or more on a single turn from a creature inside it, the toad-dragon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 3m of Bubebolos. If Bubebolos dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 6m of movement, exiting prone.
Legendary Actions
Bubebolos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bubebolos regains spent legendary actions at the start of its turn.
Leap. The toad-dragon jumps up to 20m. If it lands on a smaller creature's space, that creature must succeed on a Dexterity saving throw (DC=15) or take 22 (4d10) bludgeoning damage.
Tail. Bubebolos makes a tail attack.
Regeneration (Costs 2 Actions). Bubebolos regains 21 (2d10 + 10) hit points.
Glotikin Brothers
The Glottkins, titled as the Befouled Brothers of Nurgle, or simply the Glottkin Brothers are a trio of Nurgle Champions who, alongside Gutrot Spume and Orghotts Daemonspew, led the Followers of Nurgle in their horrific Plague War upon the Empire of Man during the apocalyptic age known simply as the End Times. Mutated beyond their mortal forms, the Glottkins rank as the mightiest champions Nurgle has ever chosen, laying a virulent wake of destruction in their paths as they seek to corrupt the very heart of the Empire of Man, and turn its lands into a garden paradise of pus and disease. They combine the darkest sorcery, the most virulent plagues and the most monstrous strength to butcher any opponent that stand against the terrible might of their master Grandfather Nurgle and those of the Dark Gods.
The Glottkin brothers were all born as triplets.
- The first brother, Otto Glott is a formidable warrior and Chaos champion equipped with his father's former farming scythe, and the leader of the Glottkin brothers.
- His second brother, Ethrac Glott is a highly schooled and powerful Sorcerer of Nurgle, radiating with the power and knowledge of Nurgle's many poxes and diseases.
- The third brother, Ghurek Glott is a colossus of mutated muscle and decaying flesh, so large that Ghurek carries his brothers around his back and lay waste to any that seeks to harm them. These three brothers are prophesied to bring about the fall of the Empire, and it is by their hands that shall herald the bringing of both life and death upon the lands of Sigmar's people.
History. The story of the Glottkin began in the Empire, on the coast of the Sea of Claws. The father of the triplets was Olios Glott, a humble Nordland farmer, and their mother was Ethra Greenblood, a magic user schooled in the Lore of Life. After witnessing a bloody Norscan invasion, Olios and Ethra stowed away with the Empire armies that sailed across the Sea of Claws in search of retribution. However, where their comrades wrought bloody vengeance upon their Norscan foes, Olios and Ethra instead brought enlightenment. By teaching the crafts of the farmer and the healer to the savages of Norsca, they hoped not to perpetuate the cycle of violence, but to break it.
Deserting from the Empire's armies under cover of darkness, the two emissaries slowly carved out a new life in the north. Olios raised a humble house for his wife and tilled the stubborn ground around it; Ethra acted as a wise woman, influencing many of the fjord clans. Over the course of the winter, Ethra’s belly swelled to prodigious size; that year her womb nourished not one child, but three. But a jealous Norscan hag cut Ethra’s finger with a rusted knife, and the shallow wound became badly infected. Unable to heal herself from the gangrenous curse that flowed in her blood, the wizard cried out in the night, begging the gods to save her children from the lethal infection.
Father Nurgle was listening, and sent a daemon fly to alight on the pregnant Ethra’s gravid belly. Instantly the infection’s deadly grip lessened, and less than a week later Olios delivered three strong triplets near the rugged cliffs of the Fjordling tribe. Each child bore a three lobed birthmark, the sigil of the Lord of Decay, but their delighted father was ignorant of its significance, never knowing the doom his sons would one day visit upon his former homeland. He named his children Otto, Ethrac and Ghurek, and counted himself among the luckiest of men alive.
The triplets that became known as the Glottkin grew tall and strong in the hardy north, and over time each showed great promise. Ethrac in particular was a quick study, drinking in the local occult lore his mother had mastered. Otto and Ghurek, meanwhile, were more physically inclined, wrestling each other often atop the treacherous fjords and seeking out the youths of the nearby Fjordling tribe to spar with. For a time, all seemed well, and the Glotts brought the arts of the civilized realms to their adopted people. Otto helped his father harvest his crops with a great scythe of his own making, Ethrac aided his mother in rituals of fecundity that coaxed verdant life from the Norscan ice fields. Only Ghurek proved wayward, more interested in brawling and chasing women than helping his family in more wholesome pursuits.
Nordlanders' Invasion. Though the Glottkin’s parents worked hard to promote peace, they could not dissuade the Norscans from the seaborne raids that were so deeply ingrained within their culture. In the autumn of 2506 IC, the forces of Nordland came in search of retribution once more. Over a thousand state troops made landfall to bring war to the fjord tribes that had taken the Glotts into their culture.
This time the triplets were at the fore of the fight. Otto hacked away with the same scythe he had used to reap his father’s harvest, Ethrac used his darkest growth magicks to turn his foes into obese boulders of flesh, and the brawler Ghurek flattened soldiers and champions alike with his fists. Still it was not enough, for the black powder weapons of the Nordlanders could kill at fifty paces, and the great cannons, winched up to the clifftops from the gun decks of their galleons, took a gruesome toll. The Glottkin fought hard as their people were cut down around them, blood dribbling over the lips of the cliffs and down into the crashing waves below.
The Transformation. The triplets soon became surrounded by the bloody confusion of melee. Through the crimson fray, the trio glimpsed their mother and father being cut down by Nordland halberdiers. Their greatest tie to civilization cut, all thee enraged Glottkin cried out as one for vengeance. The seeds of mayhem, planted within their souls by Nurgle, watered by the blood of battle, finally began to bear fruit. Otto cut men down like autumn corn as his scythe swung left and right. Handgunner bullets thudded into his chest and even his face, but they did not break his thick, mutated skin. Ethrac, meanwhile, found his magics became ever more destructive, reducing men to pools of black slime and causing writhing maggots of dark energy to gnaw his foes apart from inside out. Lastly, great Ghurek was filled with a daemonic strength, the warrior punching clean through torsos and guts, before finally heaving a great cannon up by its muzzle and, wielding it, clubbing his foes over the cliffs into the bloody sea. The Empire army broke under the fury of the Glottkin’s onslaught, and their legend began in earnest.
Ghurek to Ghurk. Since that fateful battle, Nurgle bestowed gifts upon orphaned triplets with every passing year, spoiling them as a generous grandfather would his grandchildren. Little by little, the Glotts would become very different men. Ghurek grew ever larger as his ravenous appetite for life turned into desperate gluttony. Eventually man became monster as Ghurek's growing strength sapped his ability to reason. Known for growling a corrupted version of his own name, ’Ghurk’ was refashioned by his adoptive grandfather into an obese spawn thing so large that his brothers took to riding him into battle. Great horns sprouted from his shoulders, fetid pustules carbuncled his back, and his arms mutated hideously, one into a gawping lamprey like maw, the other into a muscular tentacle, the better to grasp his still wriggling victims and sate his terrible hunger. Ghurk could slay giants and ice drakes alike, devouring their corpses and later defecating heaving mounds from which wondrously disgusting new forms of life would emerge into the light.
Ethrac's Despair. Embittered by the loss of his mother and father, Ethrac's heart darkened. His spells became ever fouler, the types of life they propagated vile and unwholesome. The sorcerer burnt his parents’ bodies on a brazier that he has borne ever since, the stinking scent of burnt offal drawing clouds of flies wherever he roams. The remains of his parents still smoulder there to this day, a cremated reminder of the vengeance their sorcerous son has yet to wreak.
Otto the Champion of Nurgle. Of all the triplets, Otto embraced his new destiny with the most fervor. He became a true devotee of Nurgle, intending to sow unbridled life across the world in every manner and form, no matter how stomach churning. His scabrous body bloated and became as tough as bark. Though the wounds he suffered on his steady rise to glory often did not heal completely, the contagions that drizzled from his opened guts grew so virulent they were soon weapons in their own right. Otto took to coating the blade of his scythe with his own poisonous juices whenever he went into battle, cementing his reputation as a harbinger of plague. Of all the brothers, Otto is the most driven. His taste for carnage has seen the roaming Glottkin triumph against the worshipping warbands of Slaanesh, Tzeentch, even of mighty Khorne. Yet, despite their growing favor in the eyes of their patron, it was only when Archaon approached them to lead his vanguard that the triplets began their deadly journey in earnest...
Prophecy of the End Times:
"Brother three shall bring low the Empire of Man. It is they who will muster the plague kissed in their master's name. It is they who will cast the curse of unbound life, a curse that will bring primal disorder to a world of hard won progress. United, the lords of disease shall bring the Old World to the brink of ruin; ruin from within and from without. All things clean and true shall sicken and fade. The Gods of Man shall fade with them, until only death holds the key to salvation...These are the End Times."
Ghurk's Improvised Weaponry.
Ghurk will try to pick up, as a bonus action, everything he can find that is large enough to obliterate his foes:
- While carrying an improvised weapon, he has to make an Athletics check at the start of his turn. On a failure he drops the weapon, unable to manage its heavy weight. On a success he can make an Improvised Weapon attack (+13 to hit, one target).
- Medium/Large/Huge sized objects involve respectively: Athletics DC=15/20/25; damage inflicted=4d8/4d10/4d12; reach=3m/4,5m/6m.
- Objects made of Rock/Metal involve respectively: An increase in the DC by 5/10; An increase in damage by one die/two dice.
Ghurk
Huge mutant, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 405 (30d12 + 210)
- Speed 12m.
STR DEX CON INT WIS CHA 26(+8) 4(-3) 25(+7) 5(-3) 9(-1) 6(-2)
- Saving Throws Str +13, Con +12
- Skills Athletics +13
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons.
- Damage Immunities acid, poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision, passive Perception 9
- Languages understands Common but can't speak
- Challenge 17 (18000 XP)
Brawler. Ghurk is proficient with improvised weapons, like tree-trunks, boulders and any other heavy thing he can find on the battlefield. When he hits a creature with an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Mark of Nurgle. Ghurk has advantage on Constitution saving throws and is immune to diseases.
Nurgle's Fortitude. If damage reduces Ghurk to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant or from a critical hit. On a success, he drops to 1 hit point instead.
Mutant. Ghurk's tentacle grants him advantage on Strength (Athletics) checks made to grapple. If a creature is grappled by the tentacle, Ghurk can make an Arm-Maw or Fling attack as a bonus action. In addition he regains 20 hit points at the start of his turn. If Ghurk takes fire or radiant damage, the regeneration doesn't function at the start of his next turn.
Siege Monster. Ghurk deals double damage to objects and structures.
Actions
Multiattack. Ghurk makes four attacks: one with his horns, two with his slam or improvised weapon, and one with his tentacle.
Gore. Melee Weapon Attack: +13 to hit, reach 1,5m, one target. Hit: 26 (4d8 + 8) piercing damage.
Slam. Melee Weapon Attack: +13 to hit, reach 3m, one target. Hit: 19 (2d10+8) bludgeoning damage.
Tentacle. Melee Weapon Attack: +13 to hit, reach 4,5m, one target. Hit: 22 (4d6 + 8) bludgeoning damage and the target is grappled (escape DC=18).
Arm-Maw. Melee Weapon Attack: +13 to hit, reach 1,5m, one target. Hit: 17 (2d8 + 8) piercing damage plus 9 (2d8) acid damage.
Fling. One Large or smaller object held or creature grappled by Ghurk is thrown up to 18m in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 3m it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
Otto Glott
Large humanoid, chaotic evil
- Armor Class 20 (blessed chaos armor)
- Hit Points 270 (20d10 + 160)
- Speed 6m.
STR DEX CON INT WIS CHA 23(+6) 10(+0) 26(+8) 12(+1) 16(+3) 18(+4)
- Saving Throws Str +12, Con +14, Cha +10
- Skills Athletics +12, Intimidation +10, Survival +9
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities acid, poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision, passive Perception 13
- Languages Common
- Challenge 17 (18000 XP)
Legendary Resistance (3/day). If Otto fails a saving throw, he can choose to succeed instead.
Farmer's Endurance. Otto can use his reaction to reduce the damage of an attack by 1d20 + 20.
Nurgle's Fortitude. If damage reduces Otto to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant or from a critical hit. On a success, he drops to 1 hit point instead.
Mark of Nurgle. Otto has advantage on Constitution saving throws and is immune to diseases.
Actions
Multiattack. Otto can use his Harbinger of Doom and then make three attacks with his
reaper-scythe.Reaper-Scythe. Melee Weapon Attack: +12 to hit, reach 3m, one target. Hit: 16 (3d6 + 6) slashing damage plus 11 (2d10) necrotic damage.
A living creature must succeed on a Constitution saving throw (DC=16) or start bleeding, suffering 1d8 bleeding damage at the end of each of its turns. This effect can stack multiple times. A successful Wisdom (Medicine) check (DC=15), or re-gaining 10 hit points can close one bleeding wound.Harbinger of Doom (Recharge 5-6). Each living creature in a 9m radius around Otto must succeed on a Wisdom saving throw (DC=16) or suffer 44 (10d8) necrotic damage, as Otto reaps the victims' souls.
Legendary Actions
Otto can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Otto regains spent legendary actions at the start of his turn.
Spew. Otto casts Acid Arrow (2nd level).
Poisonous Blood. Otto covers the scythe's blade in his green blood and makes a melee attack. If the attack lands, it deals an additional 2d10 poison damage.
Nurgle's Fart (Costs 2 Actions). Otto casts Cloudkill (5th level).
Ethrac; Nurglite Sorcerer variant:
Ethrac is a CR 14 (11500 XP) creature with the stats of a Nurglite Sorcerer but with the following changes:
- He knows the unique spell Acid Storm.
- He has the trait: Legendary Resistance (3/day).
- He has a Multiattack option: Ethrac can cast a Cantrip and make two attacks with his Mind Eater-Longsword +4.
- He has a Mind Eater-Longsword +4: Melee Weapon Attack: +12 to hit, reach 1,5m, one target. Hit: 12 (1d10 + 7) slashing damage.
Acid Storm
Chaotic conjuration
- Casting Time: 1 action
- Range: Sight
- Components: V, S
- Duration: Concentration, up to 1 minute
A churning storm of acid gas forms, centered on a point you can see and spreading to a radius of 108m. Green lightning flash in the area, thunder booms, and strong winds roar. Each creature under the cloud when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 5d6 lightning damage and 5d6 acid damage on a failed save, or half as much damage on a successful one.
Round 4. Giant maggots rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5-10. Gusts and poisonous rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 poison damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 km per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Chaos Undivided
Chaos is a term used variously to describe a mutating and corrupting force from the Realm of Chaos which manifests in the world. The ways of Chaos are evil, watching with amusement as mortals destroy each other and the world. Chaos has the potential to exist in all realms of the world because of the evil within mortal hearts. There are dark, secretive Chaos Cults hidden in the Empire of Man, and there are rumors of Chaos worshipers amongst the Dark Elves. However, the true "Realm of Chaos" exists far to the north above the Chaos Wastes, a dead region of icy desert, mountain, and tundra. In the Chaos Wastes are the citadels and monuments of the proud champions of Chaos, those who have proven their worth to the Chaos Gods and have earned their blessing.
The wastes echo with the perpetual ringing of battle, as brothers fall on each other as eagerly as they fall on enemies, in the hope that one of the Chaos powers will take notice and raise them up as one of their favorites, bestowing supernatural gifts upon them. No one truly knows of the origins of Chaos in the world. Even the long lived scholars of the High Elves can only speculate as to where the forces of Chaos first came from. War, famine, natural disaster and the destroyer known as time have eroded away nearly all indications of the roots of Chaos. What is known is that in the long distant past, the world was paid a visit by an already ancient star faring race of creatures never met by man.
These Old Ones arrived on the world and quickly established two gateways on the world which floated above the northern and southern poles. This gateway was linked to the rest of their transportation network, allowing them nearly instantaneous transportation between gates.
Time passed, the gates shattered and sent a cloud of warpstone (a green crystal substance formed from condensed Dark Magic which is a strong mutagen and highly volatile) dust high into the atmosphere, from where it drifted all over the planet, causing horrible mutations and giving birth to many of the frightening creatures in the world today. When the gate shattered, it also tore a hole in the fabric of space, allowing in the chaos energies of the Aethyr, the parallel dimension where the Chaos Gods dwell. The denizens of these deities flooded through the newly formed entrance into this world, no longer regulated by the Old Ones' gate, and began a crusade to take over the world. After centuries of daemonic incursions into the physical plane, the forces of Chaos withdrew to the northern Chaos Wastes, as new races began to arise in the world. Later, the High Elves in the Great Catastrophe would set up a system of Waystones around Ulthuan which would serve to drain away the Chaos energy spewing forth from the portals to the Realm of Chaos at the poles, and confine the majority of the unstable Chaos energies to the areas around the poles. While this greatly reduced the ability of Daemons to appear in any place they pleased, magical energy even while being drained to an acceptable point, still saturates the world and Daemons are commonly associated with the marches of great Chaos warhosts.
Chaos Marauders
Chaos Marauders are tribal warriors hailing from the harsh lands of the North, fighting on behalf of the Gods and their Tribe. They fight alongside the Chaos Warriors, eager to earn the attention of the Dark Gods and join their esteemed ranks. These warriors are barbaric to the extreme, wearing almost nothing but fur garments, crude war-axes and wrought metal shields. Nevertheless, these Marauder's are feared rightfully so for their unnatural savagery and brutality in combat.
The Chronicle of Middenland, depicting the bloodthirsty ravages of the Chaos worshiping Norsemen:
"In this year of Ulric's Grace, there were great sigils and portents of doom and destruction. The statue of the Wolf was heard to howl for death, and there were many children born with twisted feet or hands or other such Mutations. Great beasts were seen to fly through the air and block out the sun and a Famine and Plague did grip the coastal villages. Even as these Ails did pass, reavers emerged from the seas with sails of Blood and Death and laid waste to a temple and three towns upon our coast, killing or enslaving those who did not flee and plundering what little they could. They wore strange armor and fought beneath the banner of the wolf, as if mocking our Faith."
Chaos Marauder
Medium humanoid, chaotic evil
- Armor Class 15 (shield, hide)
- Hit Points 33 (6d8 + 6)
- Speed 9m.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 13(+1) 8(-1) 11(+0) 9(-1)
- Senses passive Perception 10
- Languages Common
- Challenge 1 (200 XP)
Shield Wall. Three or more marauders close together in a line can form a shield wall. While in this formation each marauder has advantage on Athletics checks and Strength saving throws, an AC of 20 and is considered behind half cover for ranged attacks from the front of the shield wall.
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 1,5m, one target. Hit: 7 (1d8 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 45/180m, one target. Hit: 7 (1d8+3) piercing damage.
Chaos Warriors
Chaos Warriors are evil men that have decided to forsake their former lives and give themselves wholly to Chaos as an instrument of destruction. Sealed within impossibly large Chaos Armor, these men will never more feel the need of hunger, thirst, or the touch of a woman. They fully become weapons dedicated to the Gods of Chaos. They are no longer truly human, but living weapons, honed perfectly for the bloody tasks before them. To be a Chaos Warrior means to literally exchanged your humanity for a life of constant war in the name of the Ruinous Powers and the dark promises of power and immortality they have to offer.
As a result of their transformation, Chaos Warriors occupy a highly prestigious position within both army and tribal societies. To don Chaos Armor means that the man is truly a great warrior amongst his peers. Within tribal societies, the most favored Tribal warriors are often gifted with a suit of hell forged armor as a reward for his service to his chieftain. In army hierarchy, Chaos Armor is often used as a clear sign of status or rank amongst the Northmen. Only the most gifted and powerful warriors are allowed to wear such armor, with the majority of Champions often donning armor of their own.
Chaos Warriors generally congregate around others of their kind, often in warbands consisting entirely of Chaos Warriors who are sent to the thickest fray as powerful elite warriors. When roused to battle, a Chaos Warrior becomes a roaring, unstoppable force. Arrows and bolts patter from his hell forged armor like hailstones upon a glacier as he strides into the enemy ranks. The thrusts of spear and halberd are deflected contemptuously, and the lifeblood of his foes spatters his armor as his jagged blade rises and falls. It is said that for every Chaos Warrior that lays dead in the ground, a circle of his enemies will also lay around him as a sign or testament to their ruthless skills in combat.
Albrecht Kinear, Professor Emeritus at the University of Nuln:
"Is there one single greater threat to civilization than these savages? Physically powerful, armed and armored with both steel and sorcery, filled with evil intent. Are they even Human? All the evidence is that they are not; rather, these creatures are spontaneously generated deep within the Pits of Chaos in the Icy Wastes north of Norsca, born from the cosmic flux of creation that is primal Chaos..."
Chaos Warrior
Medium humanoid, chaotic evil
- Armor Class 22 (shield, medium chaos armor)
- Hit Points 90 (12d8 + 36)
- Speed 9m.
STR DEX CON INT WIS CHA 20(+5) 15(+2) 16(+3) 8(-1) 12(+1) 14(+2)
- Saving Throws Str +8, Con +6, Wis +4
- Skills Athletics +8, Intimidation +5
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
- Condition Immunities frightened
- Senses passive Perception 11
- Languages Common
- Challenge 6 (2300 XP)
Favor of the Dark Gods (3/day). This warrior can re-roll an attack, ability check, or saving throw. It can also spend one use to force an enemy to re-roll one attack against it.
Actions
Multiattack. The chaos warrior makes three attacks with its crusher-longsword.
Crusher-Longsword. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 14 (2d8 + 5) slashing damage.
Chaos Chosen
Chaos Chosen are those blessed few amongst the ranks of the Chaos Warriors who bear the favor of the Dark Gods far more than their fellows but have not yet become strong enough to take on the mantle of a Chaos Champion. Known amongst their kind as Chosen, these warriors are bestowed with a variety of weapons, armor and gifts as a reward for their faithful service to Chaos. These gifts can vary greatly, but most mutations tend to be useful as weapons that aid the Chosen in his quest to inflict devastation and misery upon his enemies. Even if a Chosen warrior bears no such stigmata, it is clear that he carries the grace of the Dark Gods simply from his aura of dark menace. Amongst the ranks of Chaos Warriors, the Chosen are truly the nobility of Chaos.
Chaos Chosen will always lead by example, fighting not as commanders but as elite warriors. In this way, the Chosen hope to attract yet more of their master’s favor and ascend to the ranks of the truly exalted. They advance unflinchingly through black powder firestorms, hails of arrows and punishing artillery, their purposeful tread never falters as they march ever closer to their prey. Battle lines have buckled and broken at the mere prospect of a warband of Chosen closing in upon them, blades raised so that the methodical butchery of the foe can begin. Few can stand against the full onslaught of a Chaos Warrior, even fewer can stand against the savagery of a single Chaos Chosen in combat.
Chaos Chosen:
"My name? Long ago such worthless details fell from memory. I know only the lust for glorious battle; for blood, for victory! I seek only the eyes of the Dark Gods; their favor, their grace, their Dark Gifts; that through them, I may be remade; reborn! Why do we raid your lands? Why do we burn your homes? Why do we flay your flesh? To serve the Lords of Chaos and their magnificent designs."
Chaos Chosen
Medium humanoid, chaotic evil
- Armor Class 22 (heavy chaos armor)
- Hit Points 128 (15d8 + 60)
- Speed 9m.
STR DEX CON INT WIS CHA 22(+6) 15(+2) 18(+4) 8(-1) 14(+2) 18(+4)
- Saving Throws Str +10, Con +8, Wis +6, Cha +8
- Skills Athletics +10, Intimidation +8
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
- Condition Immunities frightened
- Senses passive Perception 12
- Languages Common
- Challenge 10 (5900 XP)
Favor of the Dark Gods (3/day). This warrior can re-roll an attack, ability check, or saving throw. It can also spend one use to force an enemy to re-roll one attack against it.
Mark of Chaos. This warrior bears on its skin the blessing of the Ruinous Powers. It scores critical hits on a roll of 19 and 20 and it has advantage on saving throws.
Actions
Multiattack. The chaos chosen makes three attacks with its blessed-greatsword.
Blessed-Greatsword. Melee Weapon Attack: +10 to hit, reach 1,5m, one target. Hit: 16 (3d6 + 6) slashing damage plus 5 (1d10) chaotic damage.
Chaos Knights
Chaos Knights are towering brutes clad in the thickest plate armor, and whose dreaded reputation is known throughout as one of the world's most feared horsemen. Chaos Knights are feared throughout the Old World and beyond as merciless butchers capable of turning the course of battle with a single thunderous charge. They ride unto battle atop immensely powerful Chaos Steeds, with both rider and mount clad in thick Chaos Armor, each section of armor having been crafted by a Chaos Dwarf master demonsmith. A Chaos Knight’s greaves are jagged blades, well suited for slicing through the flesh of the enemy. Even the frightful reputation of the Chaos Knights is a weapon in its own right, crippling those who would stand against them before a single blow is struck.
Many Chaos Knights ride to war with great lances, cavalry swords, or evil looking polearms designed to impale and tear through enemy armor and flesh in equal measure. Others wield a deadly assortment of weapons, from cleavers and warpicks to heavy maces. Some Chaos Knights even brandish magical blades, each bearing a small measure of power. Regardless of the form or the hexes inscribed upon these magical weapons, they are all enchanted in order to kill, and most flicker with dark fire.
Chaos Knights are a highly egotistical group of warriors. Most if not all consider themselves superior even to other Champions of Chaos. They bow to none save perhaps a Chaos Lord or an exalted Daemon Prince, and even then they will not dip their banner, for their collective pride is the equal of their martial prowess. Each Chaos Knight is a paragon amongst his warrior brethren, for he has trod the path of damnation for many years and now holds the favor of the Dark Gods far more then the common ranks of Chaos Warriors. Few are left unmarked by the stigma of mutation after becoming a Chaos Knight. A Knight’s horned helmet may conceal a twisted and permanent rictus smile of sharp metallic fangs, or a striking and cold beauty that steals the breath away. In battle, a full squadron of Chaos Knights, galloping at full speed, will hit a battle line like the mailed fist of the gods. Few mortal soldiers can truly survive a charge from a Chaos Knight and not be left scarred by the encounter.
Chaos Steeds.
The dark stallions ridden by the Knights of Chaos are as strong and fierce as their riders. No normal horses are these, but coal black chargers with daemonic ichor for blood, needle sharp teeth and the intelligence of cruel men. A Chaos Steed’s head and flanks are protected by sculpted plates of thick, metal barding that no normal steed could bear, and they gore and slash those before them with bladed horns and hooves. It is said that these evil steeds are gifts from the Dark Gods themselves, and that they are subservient to their master alone.
A Chaos Steed is a CR 3 (700 XP) creature with the stats of a Nightmare (MM page 235) but with the following changes:
- It doesn't have the Ethereal Stride trait.
- It doesn't fly.
- Its AC is 18 (chaos plates).
Chaos Knight
Medium humanoid, chaotic evil
- Armor Class 24 (shield, heavy chaos armor)
- Hit Points 145 (17d8 + 68)
- Speed 9m.
STR DEX CON INT WIS CHA 21(+5) 16(+3) 18(+4) 8(-1) 14(+2) 18(+4)
- Saving Throws Str +9, Con +8, Wis +6, Cha +8
- Skills Animal Handling +8, Athletics +9
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons, fire
- Condition Immunities frightened
- Senses passive Perception 12
- Languages Common
- Challenge 10 (5900 XP)
Favor of the Dark Gods (3/day). This warrior can re-roll an attack, ability check, or saving throw. It can also spend one use to force an enemy to re-roll one attack against it.
Mark of Chaos. This warrior bears on its skin the blessing of the Ruinous Powers. It scores critical hits on a roll of 19 and 20 and it has advantage on saving throws.
Mighty Charger. If the knight moves, while riding, at least 9m toward a target and then hits it on the same turn, the target takes an extra 10 (3d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 3m and knocked prone.
Actions
Multiattack. The chaos knight makes two attacks with its demon-lance.
Demon-Lance. Melee Weapon Attack: +9 to hit, reach 3m, one target. Hit: 15 (3d6 + 5) piercing damage plus 11 (2d10) fire damage.
Forsaken
The Forsaken are those Chosen of the Dark Gods that have been too powerful to devolve into mere Chaos Spawn, and yet too weak to bear the brunt of their mutations and find their minds breaking under the weight. Many aspiring Champions and powerful Chaos Lords, no less valiant in the service of the Dark Gods than their brethren, find that the rewards of the gods turn out to be more a hindrance than a blessing. Forsaken by the Gods, now, they fight only out of a dark, unnatural hunger and madness.
The Forsaken come in all manners of shapes and forms, but all are invariably howling maniacs that rush to get into grips with the enemy, their mutated limbs flailing and overgrown jaws snapping like those of wild wolves. Though once proud and mighty Champions of Chaos, the severity of the mutations bestowed upon them have twisted them into something less than human yet more then a mere Chaos Spawn. These unfortunates have been literally forsaken by their gods, reduced to the levels of mere animals who growl and snarl in a guttural parody of human speech.
These warriors have lost the capacity for rational thought, with most setting aside their proud axes in favor of mutated claw or jagged tendrils. But there are those who still grasp ancient weapons in their warped fists, these weapons are likely to have been blessed by the power of Chaos, or even demon-weapons in their own right, marking the Forsaken warrior as a great Champion in his former life. The mutations wracking the Forsaken's frame are varied, but always extensive. Chitinous claws, writhing tentacles, extra heads or even great, hairy grasping arms pushing out from cracks within the shattered remnants of their once proud Chaos plate. Having lost much of their former personality, a Forsaken is always a single step away from devolving completely into a mindless Chaos Spawn.
Though they seem benighted abominations to those inhabitants of the South, the brutish tribesmen of Norsca and beyond make little distinction between the Forsaken and others marked with the favor of the Chaos Gods. For the most part, they are content to leave their brethren to their solitary existence, honoring them and summoning them in times of war with offerings of blood and bone. Whatever their mental state, the Forsaken still retain their strength as champions of Chaos, and in many cases have grown even more lethal as a result of their mutations.
Forsaken
Medium monstrosity, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 77 (9d8 + 36)
- Speed 12m.
STR DEX CON INT WIS CHA 18(+4) 12(+1) 18(+4) 4(-3) 8(-1) 3(-4)
- Saving Throws Con +7
- Condition Immunities frightened
- Senses passive Perception 9
- Languages understands Common but can't speak
- Challenge 3 (700 XP)
Aggressive. As a bonus action, the forsaken can move up to its speed toward a hostile creature that it can see.
Charger. If the forsaken moves at least 6m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 3m and knocked prone.
Mutant. The forsaken's appendices grant it advantage on Strength (Athletics) checks made to grapple. In addition it regains 10 hit points at the start of its turn. If the forsaken takes acid or fire damage, the regeneration doesn't function at the start of its next turn.
Actions
Multiattack. The forsaken makes two attacks with its pincers.
Pincers. Melee Weapon Attack: +7 to hit, reach 1,5m, one target. Hit: 13 (2d8 + 4) piercing damage and the target is grappled (escape DC=14). A grappled creature suffers 11 (2d6 + 4) bludgeoning damage at the start of its turn.
Gore. Melee Weapon Attack: +7 to hit, reach 1,5m, one target. Hit: 9 (2d4 + 4) piercing damage.
Gorebeast Chariots
A Gorebeast Chariot is a massive construction of hell forged metal, mutant beast and jagged blade, ridden to war by some of the most powerful and bloodthirsty warriors in the world. Its sole purpose is to deliver an unstoppable force to a weak point in the enemy battle line, smashing apart those before it and scattering the rest in panic and disarray. Few foes can muster the courage required to stand before the rumbling charge of one of these murderous war machines, and those foolish enough to do so are torn apart by monstrous jaws, cut to pieces by keen edged halberds, or crushed into the dirt beneath heavy, iron shod wheels. Gorebeast Chariots are even heavier and sturdier than other Chaos Chariots. No normal beast would have the strength to pull such a massive instrument of war, and they are therefore pulled into battle by a Gorebeast, a muscular creature renowned for its violent temperament. These grunting brutes strike their prey with such shocking force that those not impaled upon jutting arm our spikes are torn apart by the impact. Even the lowliest of beasts recognise the bulky shape of a Gorebeast as synonymous with death.
Gorebeast
Large monstrosity, unaligned
- Armor Class 13 (natural armor)
- Hit Points 137 (13d10 + 65)
- Speed 9m.
STR DEX CON INT WIS CHA 22(+6) 8(-1) 20(+5) 2(-4) 10(+0) 4(-3)
- Saving Throws Str +9
- Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
- Senses passive Perception 10
- Languages none
- Challenge 5 (1800 XP)
Stomping Charge. If the gorebeast moves at least 6m straight toward a creature and then hits it with a gore attack on the same turn , that target takes extra 18 (4d8) bludgeoning damage and must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorebeast can make two slam attacks against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 1,5m, one target. Hit: 15 (2d8 + 6) piercing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 1,5m, one target. Hit: 17 (2d10 + 6) bludgeoning damage.
Variant Gorebeast Chariot:
A Gorebeast Chariot is a CR 6 (2300 XP), plus the CR of its rider, creature with the stats of a gorebeast but with the following changes:
It has a rider, which can be any type of warrior of chaos, with his own HP pool and his attacks. The rider is equipped with an Halberd (1d10 + Str, slashing) and a whip (1d4 + Str, slashing) which can be used as a bonus action.
Its AC is 16 (hell forged plates)
It has the following feature: Trample. The gorebeast can charge trying to hit all the enemies, in a 18m long and 3m wide line, with a Gore attack for 24 (4d8 + 6) piercing damage. Its rider can also attack, but just one target within range.
It has the following feature: Berserk. At the start of each turn the rider must succeed on a Dexterity (Animal Handling) check (DC=15) or lose control of the gorebeast that will charge towards the nearest creature.
Chaos Spawns
A Chaos Spawn is a term used to describe a whole spectrum of mutated creatures warped into being by the corrupting influence of Magic and Chaos corruption. Once the first mutation takes hold, the creature that was once a man now faces the inevitable dissolution of his mind and will, becoming something less than yet more than mortal. The fate that awaits nearly all surviving mutants is to become a Chaos Spawn, a gibbering abomination existing only to serve the whims of its infernal masters.
Some manage to stave off this doom for a time, committing great and terrible deeds to gather the Rewards and Gifts of Chaos. But, for most, the fate of becoming a Chaos Spawn lies at the end of their dark and horrible road. The fate of a Spawn is to die, either on the field of battle by axe or sword, torn apart in the wilds by even more savage creatures, or literally ripped asunder by the Chaos energy that continues to course through its twisted body.
Overview. In appearance, these creatures vary widely. Some appear as the man who walks as a beast; a once humanoid form that has sprouted and burst into an obscene and monstrous anatomy, mutated almost beyond recognition. The eyes of the original creature peer out, a glint of its former personality barely perceptible amidst the fleshy ruin. Others appear more as the beast who walks as a man; a twisted parody of humanity moulded from the hairy, lumpen body of a forest creature.
Regardless of particulars, Chaos Spawn are creatures of unspeakable horror, their twisted bodies sporting an impossible array of spines, eyes and mouths. Some have the heads of overgrown insects, while others have skin that exudes poisonous slime. Some, due perhaps to the locations in which they lair, appear to be a part of the forest itself, their constantly mutating bodies having been joined with the rotten limbs of dead trees, their skin covered in dank moss.
Transformation. Although most Mutants are doomed to become Chaos Spawn, few survive long enough to experience the transformation. With the possibility of accidents, bad circumstances, burning on a Witch Hunter’s pyre, or succumbing to injury in one of the countless battles that rage all over the Chaos Wastes, the Mutant is more likely to find death instead. However, some exceptional Mutants, those who know when to run, may discover the glorious evolution that awaits them, to find the enveloping embrace that is Chaos, and become a Spawn of Chaos.
Regardless of the cause, the effect is the same. The body collapses under the unbearable weight of corruption and is infused with the raw power of Chaos, forcing all manner of strange and disturbing transformations. Chaos Spawn lose what little remained of their original forms, becoming a shifting mass of tentacles and eyes. A rare few retain just enough of their original forms to become truly horrific. Upon the moment of devolution, the subject is wracked with agonizing pains as his body ripples and undulates. The pain is so great it destroys the mind, erasing nearly every memory, all emotion, and the capability of forming a coherent thought, leaving behind an unreasoning husk of flesh and sinew.
Warfare. When the Forces of Chaos goes to battle, the Chaos Spawn come shambling from their lairs. The Forces of Chaos have no control over a Spawn's actions, and it will behave in a largely unpredictable manner. The Spawn will move towards the enemy and crash flailing into his ranks; teeth, claws, and tentacles tearing men limb from limb in a shower of blood and ruination. Mindless and utterly beyond reason, Chaos spawn relentlessly attack anything in their way, the blows of their enemies merely a strange relief to the endless insanity that is their miserable existence
Interview with sole survivor of Reikwald forest patrol, incarcerated in Frederheim Sanitorium.
"We saw its approach through the darkened eaves, now crawling in the dirt, now flapping upwards, as if it could not decide if it was a snake or a sparrow. Then it came into the moonlight and we saw it true. Did we fight? I cannot say. All I recall is clotted fur and an embracing drool. Twisting limbs. Tearing rock. Rotting metal. Melting fingers. The stench of cadavers and burning honey. My eyes screamed, my tongue shook, my knees spewed. It ate my friends and drank my soul. It took my mind I know not where, for it is no longer here with me."
Types of Chaos Spawn
Aside from the more common spawn of Chaos Undivided, some may exhibit the traits of a particular god in the form of his Mark:
- Bloodbeasts of Khorne. The Bloodbeast is a type of Chaos Spawn that has inherited the characteristics of its patron god. Like all aspects of Khorne, the Bloodbeast is a battle maddened creature that lives only to take lives and harvest skulls in the name of the Blood God.
- Plaguebeast of Nurgle. A seething mass of boils, lashing limbs, and diseased mouths, the Plaguebeast of Nurgle is a Chaos Spawn devoted to the Lord of Decay.
- Fiend of Slaanesh. Sinuous and twisted, the Fiends are the Chaos Spawn of the Dark Prince. Their long, scaly bodies move with deceptive speed, often surprising opponents before they have time to react.
- Firewyrm of Tzeentch. Perhaps the most perfect example of the gifts granted by the Lord of Change, the Firewyrm is a personification of its god. Its body is an ever changing mass of pseudopods, tentacles and clawed limbs that spew multicolored flames, sowing mutation in their wake.
Chaos Spawn
Large monstrosity, chaotic evil
- Armor Class 12 (natural armor)
- Hit Points 173 (15d10 + 90)
- Speed 9m.
STR DEX CON INT WIS CHA 20(+5) 8(-1) 22(+6) 3(-4) 8(-1) 2(-4)
- Saving Throws Con +9
- Damage Resistances piercing, slashing
- Condition Immunities frightened
- Senses blindsight, passive Perception 9
- Languages none
- Challenge 7 (2900 XP)
Legendary Resistance (2/day). If the chaos spawn fails a saving throw, it can choose to succeed instead.
Mindless Rage. The chaos spawn has advantage on saving throws against mind-affecting spells.
Mutant. The chaos spawn's appendices grant it advantage on Strength (Athletics) checks made to grapple.
Actions
Multiattack. The chaos spawn makes two attacks: one slam attack and one with its tentacle.
Slam. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Tentacle. Melee Weapon Attack: +8 to hit, reach 3m, one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the chaos spawn can make a bite attack against it as a bonus action. Only one Medium or smaller creature can be grappled at a time with the tentacle.
Bite. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 16 (2d10 + 5) piercing damage and the chaos spawn regains a number of hit points equal to the damage inflicted.
Legendary Actions
The chaos spawn can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The chaos spawn regains spent legendary actions at the start of its turn.
Charge. The chaos spawn moves 9m towards a target and makes a slam or tentacle attack.
Frightful Presence (Costs 2 Actions). Each creature of the chaos spawn's choice that is within 21m of the spawn and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chaos spawn's Frightful Presence for the next 24 hours.
Chaos Warhounds
Chaos Warhounds, also known as Warhounds of Chaos are large, horrific creatures that were mutated by the powers of Chaos and now stalk the dark lands of the Old World in search of prey. They often stalk around encampments searching for scraps and lone creatures to attack. Their red, evil glinting eyes peer from the treeline, and saliva pools upon the litter strewn ground as they taste the air for the scent of their next victim. Many a lone patrolman traveling in the woods at night has shivered at the sound of baleful howling in the distance, only to be confronted by the low growling of the pack that has crept up behind him whilst he was distracted.
These creatures also present in Norsca along with wolves and hounds they prowl in the flickering shadows of the campfires made by the barbarian tribespeople of the frozen lands. The further north the tribe dwells, the more likely it is that the hounds that follow them will be hideous mutants, their bodies swollen by the energies of Chaos. Brutish and bloodthirsty, the Warhounds of Chaos are natural killers built of muscle and fang that prowl the wilderness in ravening packs. They will even charge a spearwall with total abandon, their only concern the moment when their slobbering jaws sink into juicy, yielding flesh.
Regardless of form, Warhounds are all vicious killers and their harsh baying is a sure warning of a slaughter to come. They bound across the battlefield at an alarming speed, so that a Handgunner will have scant moments to take his shot and no hope of reloading before powerful claws rake him to the ground and knife like fangs close around his throat.
Chaos Warhound
Medium monstrosity, unaligned
- Armor Class 14 (natural armor)
- Hit Points 45 (6d8 + 18)
- Speed 12m.
STR DEX CON INT WIS CHA 17(+3) 15(+2) 16(+3) 3(-4) 12(+1) 6(-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages none
- Challenge 2 (200 XP)
Bloodgreed. The warhound has advantage on attack rolls against bloodied creatures (creatures that can bleed and are under half HP).
Keen Hearing and Smell. The warhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The warhound has advantage on an attack roll against a creature if at least one of the warhound's allies is within 1,5m of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 1,5m, one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Dragon Ogres
Dragon Ogres are amongst the most ancient of the world’s living creatures. Their incredible longevity, as with almost all things supernatural, is the work of the Chaos Gods. Aeons ago, the elders of their race made a pact with the Ruinous Powers, embracing damnation in order to save themselves from a slow decline into extinction. They were given eternal life, and in return, the entire Dragon Ogre race put themselves at the command of the Dark Gods. Since that day, the Dragon Ogres have carved their names across the ages as immortals who can only die in battle, monstrous beings that rouse themselves only in the name of destruction.
Though they have lived for an age, Dragon Ogres spend most of their years slumbering under the mountains, and it is only when terrible storms assail the crests of the world that they stir and come to life. As lightning spears out of the skies, the Dragon Ogres scale mountain and glacier. They do this in order to bathe in lightning, rejoicing in the raw forces of nature, for it is the storm that invigorates them and fills them with deadly energy for their coming battles.
The Dragon Ogres look forward to a time when their eternal bondage will end with the destruction of the world by Chaos. Amid the lightning and thunder of the apocalypse, they believe that their entire race will wake once again. Until then, these creatures bring death to the enemies of Chaos in preparation for the End Times, hewing bodies with every sweep of their blades and swipe of their monstrous claws.
Shaggoths. Dragon Ogre Shaggoths are living legends of carnage and devastation. As a Dragon Ogre ages, it becomes ever larger, growing stronger and more powerful. As long as it can find lightning to refresh its body and revitalize its mind, there is no limit to the size one can reach. The eldest and most primal of their kind are truly titanic beings, each a towering mountain of muscle and fury, reinforced by the power of the raging storm.
Alive before the Elves had mastered the written word, before the first greenskins crawled out of their caves, perhaps even before the Old Ones themselves visited the world, the oldest Shaggoths towered over forest canopies, temples and even fortresses. These monsters are the same creatures that bartered with the Dark Gods at the coming of Chaos, and all who stand before them are slain with blade and claw.
Only the mightiest of thunderstorms can awaken a Dragon Ogre Shaggoth, and it is fortunate for the Old World that such ferocious tempests are rare. However, with each passing year the storm clouds grow a little blacker, and legend has it that when the End Times come, a storm will break of such apocalyptic magnitude that even the sire of the Dragon Ogre race, Krakanrok the Black will emerge from his ten thousand years slumber to lead his people in the final battle to visit his fury upon the world.
Dragon Ogre
Large giant, chaotic evil
- Armor Class 16 (natural armor, iron plates)
- Hit Points 179 (17d10 + 85)
- Speed 12m.
STR DEX CON INT WIS CHA 22(+6) 12(+1) 21(+5) 6(-2) 16(+3) 8(-1)
- Saving Throws Str +10, Con +9
- Skills Athletics +10, Perception +7
- Damage Immunities lightning, thunder
- Condition Immunities frightened
- Senses passive Perception 17
- Languages Giant
- Challenge 11 (7200 XP)
Mighty Charger. If the dragon ogre moves at least 9m toward a target and then hits it on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 3m and knocked prone.
Storm Absorption. Whenever the dragon ogre is subjected to lightning or thunder damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.
Herald of the Storm. The dragon ogre's spellcasting ability is Strength (spell save DC 18, +10 to hit with spell attacks). The dragon ogre can innately cast the following spells, requiring no material components:
- At will: call lightning, storm sphere
- 1/day each: chain lightning, control weather
Actions
Multiattack. The dragon ogre makes three attacks: two with its storm-maul and one with its tail. It can't make both attacks against the same target.
Storm-Maul. Melee Weapon Attack: +11 to hit, reach 3m, one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 11 (2d10) lightning damage.
Tail. Melee Weapon Attack: +10 to hit, reach 3m, one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 3 (1d6) lightning damage.
Shaggoth
Huge giant, chaotic evil
- Armor Class 18 (natural armor, steel plates)
- Hit Points 250 (20d12 + 120)
- Speed 12m.
STR DEX CON INT WIS CHA 26(+8) 10(+0) 22(+6) 6(-2) 18(+4) 8(-1)
- Saving Throws Str +13, Con +11
- Skills Athletics +13, Perception +9
- Damage Immunities lightning, thunder
- Condition Immunities frightened
- Senses passive Perception 19
- Languages Giant
- Challenge 15 (13000 XP)
Mighty Charger. If the shaggoth moves at least 9m toward a target and then hits it on the same turn, the target takes an extra 14 (4d6) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 6m and knocked prone.
Storm Absorption. Whenever the shaggoth is subjected to lightning or thunder damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.
Thunderous Rebuke. When a creature within 1,5m of the shaggoth hits it with an attack, the dragon ogre can use its reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d10 lightning or thunder damage on a failed save, or half as much damage on a successful one.
Herald of the Storm. The shaggoth's spellcasting ability is Strength (spell save DC 21, +13 to hit with spell attacks). The dragon ogre can innately cast the following spells, requiring no material components:
- At will (all at 4th level): call lightning, storm sphere, thunderwave
- 3/day each: chain lightning, control weather
Actions
Multiattack. The shaggoth makes four attacks: one with its claw, two with its storm-greataxe and one with its tail. It can't make the tail attack against the same target as the others.
Claw. Melee Weapon Attack: +13 to hit, reach 1,5m, one target. Hit: 17 (2d8 + 8) slashing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is prone and restrained.
Storm-Greataxe. Melee Weapon Attack: +14 to hit, reach 3m, one target. Hit: 23 (4d6 + 9) slashing damage plus 11 (2d10) lightning damage.
Tail. Melee Weapon Attack: +13 to hit, reach 4,5m, one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 4 (1d8) lightning damage.
Kholek Suneater
Kholek Suneater, Herald of the Tempest, is among the oldest of Dragon Ogres, sired by none other than Krakanrok the Black eons past.
Overview. Every eight generations, when the malevolent moon Morrslieb waxes full in front of its benign cousin Mannslieb, a terrible storm rages through the crevasses and chasms of the Worlds Edge Mountains. Jagged ridges are silhouetted like the broken teeth of some titanic beast as lightning flashes and thunder roars. Before a great chasm that splits the mountains like a gigantic axe wound, hundreds upon hundreds of Northmen kneel in the pelting hail and snow, chanting sonorously as their captives are sacrificed and hurled bodily into a cavernous lair. Then, as the storm reaches its terrible climax, a terror from the prehistory of the world bursts forth with a roar that shakes the roots of the peaks themselves; Kholek Suneater awakes, and all the world trembles at his wrath.
The Sun's Curse Kholek is a Shaggoth of tremendous age. He is one of the first born kin of Krakanrok the Black, father of the Dragon Ogres. Kholek was present when the terrible pact with the Dark Gods was forged, pledging their race to an eternity of servitude in exchange for immortality. The sagas tell that Kholek’s part in the bargain was such an affront to nature that the sun hid its face behind a bank of stormclouds and has never looked upon Kholek since that fateful day. True enough, Kholek’s coming is heralded by roiling black thunderheads. Where the Herald of the Tempest walks, a raging storm blots out the sun.
Like all Dragon Ogres, Kholek is energized and enlivened by the power of lightning, roaring with triumph as crackling bolts of pure power play across his ancient and scaly body. He wears great plates of brass as his armor, the better to attract the tempest’s kiss, encrusted with the patina of age and blackened by soot. In his shadow march the mountain tribes that worship him as a primal god of destruction.
Kholek Suneater was last seen by mortal eyes during Asavar Kul’s great invasion, striding south with his armies under the cover of a ferocious blizzard. The histories of that time describe a raging storm beast tall enough to look over the ramparts of Praag, a god of winter who smashed his way into the city with pure brute force. The sagas tell of how the monstrosity stalked the Old Quarter of the city, demolishing each and every temple within the city walls before returning to his glacial realm. If the rumors from the north are true, Kholek is abroad once more. Whenever the sky darkens with cloud and thunder rumbles on the horizon, all who know of the legend of the Suneater shiver in fear, for how can mortals stand against a being who has waged war in the name of the Dark Gods since before the dawn of Man?
The Sun's Curse
The area around Kholek in a 100km radius has the following features:
- Extreme Cold. A creature must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
- Strong Wind. Disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.
- Heavy Precipitation. Everything is lightly obscured, resistant to fire damage and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames.
Kholek Suneater
Gargantuan giant, chaotic evil
- Armor Class 18 (natural armor, brass plates)
- Hit Points 403 (23d20 + 161)
- Speed 15m.
STR DEX CON INT WIS CHA 34(+12) 10(+0) 25(+7) 10(+0) 20(+5) 18(+4)
- Saving Throws Str +18, Con +13, Wis +11
- Skills Athletics +18, Insight +11, Perception +11
- Damage Immunities lightning, thunder
- Condition Immunities frightened
- Senses passive Perception 21
- Languages Giant
- Challenge 24 (62000 XP)
Legendary Resistance (3/day). If Kholek fails a saving throw, he can choose to succeed instead.
Mighty Charger. If Kholek moves at least 9m toward a target and then hits it on the same turn, the target takes an extra 21 (6d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 9m and knocked prone.
Storm Absorption. Whenever Kholek is subjected to lightning or thunder damage, he takes no damage and instead regains a number of hit points equal to the damage dealt.
Thunderous Rebuke. When a creature within 3m of Kholek hits him with an attack, he can use his reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d12 lightning or thunder damage on a failed save, or half as much damage on a successful one.
Herald of the Storm. Kholek's spellcasting ability is Strength (spell save DC 26, +18 to hit with spell attacks). Kholek can innately cast the following spells, requiring no material components:
- At will (all at 6th level): call lightning, storm sphere, thunderwave
- 5/day each: chain lightning, destructive wave
Actions
Multiattack. Kholek makes four attacks: three with Starcrusher and one with his tail. He can't make both attacks against the same target.
Starcrusher. Melee Weapon Attack: +21 to hit, reach 4,5m, one target. Hit: 36 (6d6 + 15) bludgeoning damage plus 11 (2d10) lightning damage.
Tail. Melee Weapon Attack: +18 to hit, reach 6m, one target. Hit: 30 (4d8 + 12) bludgeoning damage plus 5 (1d10) lightning damage.
Lightning Storm. Kholek magically creates three bolts of lightning, each of which can strike a target he can see within 36m of him. A target must make a DC 26 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Kholek can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Kholek regains spent legendary actions at the start of his turn.
Invocation of the Storm. Kholek casts or uses a spell.
Earthquake (Costs 2 Actions). Kholek repeatedly smashes Starcrusher on the ground casting Earthquake in a 12m radius around himself.
Lightning Storm (Costs 2 Actions). Kholek uses Lightning Storm.
Hellcannon
Large object
- Armor Class: 20 (demon plates)
- Hit Points: 150
- Damage Immunities: chaotic, poison, psychic
An Hellcannon is a massive smoking construct of metal that growls and shakes with daemonic sentience. In battle, these arcane engines heave crackling blasts of raw energy that soar through the air into their targets, liquifying anything they touch and sending the survivors insane with fear. Hellcannons are guided by a team of corrupt and sadistic Chaos Dwarfs. These malign warsmiths escort and restrain the Hellcannons in battle, for the Daemons bound within hunger for a banquet of flesh.
Such is the Hellcannon’s bloodlust that it must be chained to the ground to stop it rampaging towards enemy lines. Even these precautions often prove inadequate, as there is little that can stay a Hellcannon’s lust for destruction. The Chaos Dwarfs load their charge by brutally shoveling the bodies of their enemies into the Hellcannon’s dire furnace. Flesh runs like wax as the Daemon machine’s hearth feasts on body and bone. Soon, only the souls of its victims are left, harnessed in the Hellcannon’s gullet as crackling bolts of energy that are fired towards the enemy in powerful spasms of malice.
Demon Blast. Ranged Weapon Attack: +6 to hit, range 180/720m, one target. Hit: 55 (10d10) chaotic damage and all creatures within a 6m radius sphere centered on the target must make a DC 15 Dexterity saving throw, taking 36 (8d8) chaotic damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +8 to hit, reach 1,5m, one target. Hit: 10 (1d12 + 4) piercing damage plus 9 (2d8) chaotic damage. If the target is a creature, it is grappled (escape DC 14) . Until this grapple ends, the target is restrained, and the hellcannon can't bite another target.
Swallow. The hellcannon makes one bite attack against a medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hellcannon, and it takes 35 (10d6) chaotic damage at the start of each of the hellcannon's turns. If the cannon takes 25 damage or more on a single turn from a creature inside it at the end of that turn it regurgitates all swallowed creatures, which fall prone in a space within 3m of the hellcannon. If the cannon is destroyed, a swallowed creature is no longer restrained by it and can escape from the debris by using 3m of movement, exiting prone. If a creature is killed while inside the hellcannon its soul is consumed, causing the machines to regain 25 hit points.
Ernst Wolfenburg, Mercenary:
"Their cannons were phenomenally powerful. Their shells shook the land so hard, it moved like it was water. Many horses fell and broke their legs. As to the Kislevites and my fellow mercenaries, it was a slaughter. I managed to survive only because the unit I was with routed early. I left Kislev soon after, with the taste of ashes in my mouth."
Chaos Dragons
Overview. A Chaos Dragon dimly resembles its uncorrupted kin. It has a massive bloated body that splits into two long trunk like necks that end in heads of horns and fangs. One head smokes with the fires that burn in its gullet, whilst the other sends plumes of acidic gases into the air to scorch the land. Thick scales cover the body in places, but in others, its organs and muscles are revealed, pumping the corruption through a system of exposed veins and arteries. Its fiery heart beats within, sending showers of sparks onto the ground as it passes.
Once the proud and noble rulers of the skies, now split, twisted and corrupted by the forces of change, the terrible two headed Chaos Dragons are nightmarish and malevolent predators. Borne aloft on wings no longer made for mere flesh and bone, but of black sorcery and the will of Dark Gods made manifest, a Chaos Dragon is a terrifying nemesis to all order and sanity. They are wicked and fickle creatures, possessing every bit as much malevolent delight in destruction and treachery as their creator, the great and devious god Tzeentch. Even a single Chaos Dragon can put an entire army to flight, incinerating its enemies with bursts of dragonflame, choking them with clouds of noxious black vapor, or shredding them with its massive teeth and claws.
It is said that Chaos Dragons see themselves as wholly distinct from Tzeentch's mortal followers. Indeed, they hold Dragonkind to be the Dark God's true servants in the mortal world, for men have ever been quick to change their allegiance over the centuries. No two Chaos Dragons are exactly the same, for the gifts of Chaos affected each in subtly different ways.
Some have their organs and bones on display, blood vessels pulsing and pounding through a sheath of invisible flesh. Others are covered in spikes, horns and knobby protrusions, or have skin crawling with the stuff of corruption itself. Truly each Chaos Dragon is a piece of obscene living sculpture, and a facet of Tzeentch's unknowable splendor.
Although it is a rare (and often calamitous) event to see a Chaos Dragon far from the Northern Wastes, the beasts are drawn to storms of magic and have a preternatural ability to turn up when such tempests strike. Many wizards who bind a Chaos Dragon often feel as if the beast is not truly spellbound, but rather obeying to suit their own whims.
Reinholt Schent, Scholar of the Fantastic:
"It’s whispered amongst the Northern tribes that somewhere in the icy peaks, there are Dragons, but not the ones of legend. These are the mutant spawn of Galrauch, the ancient Dragon who was corrupted by Tzeentch. The Chaos Dragons are thankfully rare and content to spend the eons buried in their lairs, brimming with hatred and plotting the destruction of all that lives. But when the Dark Gods call, not even these monsters can resist the urge to wage war for the Ruinous Powers. But they are fickle creatures, quick to turn on their allies should it give them the advantage."
Galrauch. The Great Drake, is an ancient Dragon possessed by the will of the Lord of Change Fateclaw, becoming the first of the Chaos Dragons.
In the time of Aenarion, when the Elves fought their great wars against the tides of Chaos, the elder race of Dragons fought at their side. These great drakes were the nemeses of the armies of the Dark Gods, diving from the skies upon the scions of Chaos and crushing or incinerating them in their thousands. The might of the Dragons could only be matched by the greatest of Daemons, and the epic clashes between these mighty creatures were events of such magnitude that the mortal warriors could only witness them in awe.
It was during such a battle that Galrauch the Gold Drake came upon Fateclaw, the Lord of Change at the head of a Daemon horde. As Galrauch descended from the heavens like an avenging thunderbolt, the avian demon-thing below did nothing more than bare its teeth in a sinister expression of glee. Galrauch’s great jaws snapped shut around Fateclaw’s head, ripping it clean away in a multicolored spray of ichor. Within a heartbeat, the broken body of the Greater Daemon had dissolved into a scintillating mist that enveloped the exultant Dragon and sank into his flesh.
Galrauch, resplendent in victory, flew high into the air, and the Elf warriors below him raised cries of triumph. But their cheers died away when the Dragon’s body became suddenly wracked by violent convulsions. The mighty drake froze in mid air, and an evil, iridescent light appeared in its eyes. His scales flowed like water, forming into evil, leering faces that cackled maniacally in praise of Tzeentch. Foul tentacles and wicked spikes emerged from the Dragon’s flesh, and finally the once noble head of Galrauch split into two all the way down to the base of his neck.
Where there was once one head, there were now two, and to the horror of the Elves below, both turned towards their ranks. One head belched dark fire, burning scores of Elves alive, but the other breathed a sorcerous mist that brought horrible mutations and madness. The heads were governed by the same will at first, but soon they started to tear at each other with hatred, a sure sign that the spirit of the great Dragon had not been completely destroyed. The mind of the Lord of Change managed to wrest control of the powerful body once again, but not before the Elves and Dragons had broken the back of the Daemon armies.
Galrauch withdrew from the lands of mortals and slept for centuries at a time, emerging now and then throughout history to wreak havoc on the lands of Elves, Dwarfs and Men. Legend has it that he was the first of the Chaos Dragons, and that many were the dark creatures born of his blood and of his evil sorcery. It was Galrauch who slaughtered King Thurgrim Rockarm and all his kin and sacked their ancient halls. It was he who single handedly destroyed the city of Languerre de Lac and plunged its ruins into eternal night. Hundreds of noble heroes have tried to slay him, but they have all failed, and their remains hang high in Galrauch’s lair as a testament to the Dragon’s sorcerous might.
Ancient Chaos Dragon
Gargantuan dragon, chaotic evil
- Armor Class 22 (natural armor)
- Hit Points 546 (28d20 + 252)
- Speed 12m, climb 12m, fly 24m.
STR DEX CON INT WIS CHA 30(+10) 10(+0) 29(+9) 18(+4) 15(+2) 23(+6)
- Saving Throws Dex +7, Con +16, Wis +9, Cha +13
- Skills Perception +16, Stealth +7
- Damage Immunities chaotic, fire
- Senses blindsight, darkvision, passive Perception 26
- Languages Common, Draconic
- Challenge 25 (75000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Mutation. As a descendant of Galrauch the Frost Wyrm possesses an extra head that grants advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened and stunned.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: two with its bite and two with its claws.
Bite. Melee Weapon Attack:+ 17 to hit, reach 4,5m, one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) chaotic or fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 3m, one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 6m, one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 36m of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6, left head). The dragon exhales fire in a 27m cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Chaos Breath (Recharge 5-6, right head). The dragon exhales a blast of sorcerous energy in a 27m cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 70 (20d6) chaotic damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 4,5m of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chaos Sorcerers
The Sorcerers of Chaos are powerful spellcasters who use the raw Winds of Magic to cast spells. Masters of Dark Magic, there is little beyond their might. They can transport themselves over vast distances, call upon the fires of Tzeentch, slaughter men by the scores, and more. But such magic comes at a terrible price. As they tap the energies of Chaos, their sanity withers whilst their bodies twist and mutate with the invoked energies.
Chaos Sorcerers may be found amongst the savage tribes of the north, serving as oracles and counselors, but many also come from the lands of the Empire and beyond. These individuals, finding the limitations on magic within the Colleges too restrictive, and lured by the power to be held by dabbling in Demonology, drift north to bring themselves closer to the source of their magic, learning through trial and error.
What separates Chaos Sorcerers from other spellcasters, namely the Magisters of the Empire, Witches, and Warlocks, is that these individuals derive their power directly from their Gods. So, only servants of Nurgle, Slaanesh, and Tzeentch may become Chaos Sorcerers, since Khorne abhors magic.
Chaos Sorcerer
Medium humanoid, chaotic evil
- Armor Class 20 (blessed chaos armor)
- Hit Points 150 (20d8 + 60)
- Speed 9m.
STR DEX CON INT WIS CHA 16(+3) 10(+0) 16(+3) 17(+3) 18(+4) 22(+6)
- Saving Throws Wis +9, Cha +11
- Skills Arcana +8, Medicine +9, Religion +8
- Damage Resistances bludgeoning, piercing and slashing
- Condition Immunities frightened
- Senses passive Perception 14
- Languages Common, Dark Tongue
- Challenge 13 (10000 XP)
Favor of the Dark Gods (3/day). The sorcerer can re-roll an attack, ability check, or saving throw. It can also spend one use to force an enemy to re-roll one attack against it.
Mark of Chaos. The sorcerer bears on its skin the blessing of the Ruinous Powers. It scores critical hits on a roll of 19 and 20 and it has advantage on saving throws.
Spellcasting. The sorcerer spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It knows the following spells:
Cantrips (at will): Bestow Curse, Bless, Bind, Earth Tremor, Enhance Ability, Fire Bolt, Hand of the God, Hideous Laughter, Misty Step, Spew, Spider Climb, Suppress Mutation.
Spells (Lore of Chaos): Boon of Chaos, Burning Blood, Dark Hand of Destruction, Lure of Chaos, Summon Daemon Pack, Touch of Chaos, Veil of Corruption, Vision of Torment, Word of Pain.
Actions
Multiattack. The sorcerer makes two attacks with its frozen-magic absorption-staff +2.
Frozen-Magic Absorption-Staff +2. Melee Weapon Attack: +10 to hit, reach 1,5m, one target.
Hit: 9 (1d8 + 5) slashing damage plus 5 (1d10) cold damage.
Archaon the Everchosen
Archaon is the Everchosen, the Three Eyed King, the Lord of the End Times and the self proclaimed supreme champion of the four Gods of Chaos who was sent to command the last, and greatest Chaos Invasion during the apocalyptic age known simply as the End Times. Out of all the Everchosen of Chaos who have assailed the world over the ages, Archaon is by far the most ruthless and perhaps the most powerful. He is an individual that shall decide the fate of entire nations, whose sword can lay waste to heroes and armies and whose unbreakable will can break and dominate those of Gods. Archaon is truly the Herald of the Apocalypse, blessed with dreadful artifacts of ancient evil, each one bestowed as a reward for accomplishing impossible trials. In his journey, he received the legendary Six Treasures of Chaos:
- The Mark of Chaos: This shows the bearer to be the chosen of all four Chaos Gods. Bestows the Champion with the powers of all Four Chaos Gods.
- The Armour of Morkar: Extremely resilient and dark black, this armor was worn by the first Everchosen of Chaos, the greatest warrior of his time. Only the legendary Sigmar had been able to defeat him.
- The Eye of Sheerian: When mounted in the Crown of Domination, the Eye grants the bearer potent powers of prophecy and omniscience, allowing Archaon to predict the future itself. It was taken from the hoard of a massive Chaos Dragon known infamously as Flamefang.
- Dorghar, Steed of the Apocalypse: A massive, demonic horse, Dorghar was claimed at the Gates of Chaos, stolen from the palace of the Daemon Lord Agrammon. Larger than any warhorse in existence, this dreadful creature is in itself a mount worthy of a demigod.
- The Slayer of Kings: A huge blade with the raging soul of a captive greater daemon, U'zhul, bound inside it. Archaon took it from the hands of the Father of the Dragon Ogres, giving Archaon a weapon that has drunk the blood of Kings for aeons.
- The Crown of Domination: A symbol of absolute authority from all the forces of Chaos. Found in the First Shrine to Chaos at the Worlds Edge Mountains. Archaon learned of its location from Be'lakor. Archaon fought a Bloodthirster (Greater Daemon of Khorne) single handedly to obtain it. Upon retrieving the Crown, the daemon prince Be'lakor performed the coronation that made Archaon the Lord of the End Times. As the crown was fully placed, the last spark of Archaon's humanity was finally extinguished, finally accepting the Gods of Chaos to be the true Gods of the Cosmos. With his quest finally complete, Archaon now set forth upon the World as the Herald of the Apocalypse. In the climax of the End Times, Archaon had battled the God King Sigmar and brought about the final end of the Warhammer World.
Archaon, Lord of the End Times:
"Fear me mortals, for I am the Anointed, the favored Son of Chaos, the Scourge of the World. The armies of the gods rally behind me, and it is by my will and by my sword that your weakling nations shall fall."
History. In his former life, he was known as Diederick Kastner, a highly devout and zealous Templar of the Twin Tailed Comet, born scant few years after Magnus the Pious and the first Great War against Chaos. Though Diederick Kastner, the man who would in his despair take up the dreaded mantle of Archaon, was born as an Imperial in the province of Nordland, it was foretold in the Liber Caelistior, the dread Book of Divination penned by Necrodomo the Insane, that North and South would meet in the Everchosen's blood. And indeed this was so; for Archaon bears mixed Norscan and Nordlander heritage, his father having been a champion from the Varg tribes who forced himself upon a cowering innocent during a raid that had seen his birth village of Hargendorf burned to the ground in 2390 IC. With the death of his mother, and the hatred of his step father for his origins, the rape spawned child would later go on to be adopted by a local Sigmarite Priest and become a Knight Templar of the Order of the Twin Tailed Orb, fighting valorously and faithfully in the service of the God King Sigmar. But once his true heritage and destiny was revealed to him, Diederick Kastner despaired and looked for salvation, traveling many miles towards the heart of his faith.
Upon the massive Temple of Sigmar in Altdorf, the cursed Templar knelt before the Golden Statue of Sigmar and begged for a sign, to ask for his help from the darkness that has come to consume him. But the golden statue stood silent, and with its unspoken words, the Templar knew that it was hopeless. He renounced the gods of the south but still affirmed his hatred for the dark gods of his father, accepting the cruel destiny engineered for him as a final means to repay the Fates for the evil they had done upon him. Thus did Diederick become Archaon the Everchosen, the Three Eyed King, greatest of all the champions of Chaos. His deeds legend and his armies vast, innumerable foes of dauntless might lie bleeding in his calamitous stride. But deep inside, he wholly resented the Gods of Chaos and the misery they have brought upon him. Thus the half Norscan warlord stood ready to fulfill his destiny and to usher in the end of all things, and in the very end, he shall come face the very God of his people, of all Mankind.
The Six Treasures of Chaos. So it was that Archaon journeyed to the waste for nearly 100 years, searching for the legendary Artifact that would exalt him to his true destiny as the Everchosen. The first treasure he sought was a unique Mark of Chaos, that bears the blessings of all four powers in unison. It combines all of the advantages of the individual Marks of Chaos, blessing the bearer with all their power. The first part of Archaon's dark quest was to go to the Altar of True Darkness in Naggaroth and offer himself to the Gods to gain their favor and recognition. He gathered a small band of Chaos Warriors he called the Swords of Chaos and battled his way to a citadel so tall it appeared to pierce Morrslieb itself. Inside the citadel, it was said to be blacker than even the heart of a Dark Elf soul, for when one of Archaon's followers attempted to light a torch, it was snuffed out instead by the all consuming darkness. Archaon was unafraid, and marched off alone with his steed into the darkness. As he continued to march, an untold number of creatures had thrown themselves upon the potential Everchosen. In this dire moment, his loyal steed was consumed by these monsters, and realizing the death of a loyal friend he knew since his early years as a squire, had boiled Archaon into a killing frenzy. Within a matter of hours, he was able to slay hundreds of the misshapen monsters that have infested the mighty citadel, until finally his sword arm turned numb and the ground grew slippery with the blood and gore of the fallen. Rising up from the filth, Archaon reconsecrated the altar for the Gods of Chaos, offering up the hearts of the creatures that had crawled in and defiled it. When he emerged he bore the eternally burning Mark of Chaos on his forehead.
The next artifact he sought was the Armour of Morkar the armor worn by the very first Everchosen. It makes the wearer invulnerable to all but the most powerful of attacks, making the wearer nigh unstoppable in the heat of combat. After leaving Naggaroth on a stolen ship made of black metal and pulled by a massive sea drake, Archaon took leadership of a seafaring warband along the way to his destination. They sailed to a mysterious land populated with savage half humans. Neither sun nor moon had ever touched their pallid skin and after six days and six nights of battle after battle, the city of these creatures had been reduced to rubble. Archaon delved deep into their necropolis until he found the Tomb of Morkar and the armor he sought. However, as Archaon reached out to take it, the spirit of Morkar animated the armor and attacked him. The vengeful spirit laid down a relentless flurry of blows until Archaon cursed it in the language of the Unberogen tribe. The attack ceased for a moment, and Archaon smashed him aside, banishing the spirit of Morkar and allowing him to claim the armor as his own.
Then there was the Eye of Sheerian, which is named after the Tzeentchian Sorcerer who discovered it. Although on its own it grants the bearer prophetic powers, when placed in the Crown of Domination its prophetic powers can be used to their true ability and allow the bearer to predict and avoid the attacks of the enemy. After claiming the Armour of Morkar, Archaon set out to retrieve the Eye of Sheerian. At that time it lay in the lair of the Chaos Dragon Flamefang, who valued the Eye above all of it's other treasures. Archaon placed his claim for the Eye by smashing his axe into Flamefang's head. Long did man and monster battle at the base of the Cliff of Beasts.
Flamefang breathed fire and even swallowed Archaon whole, but the Armour of Morkar protected him from its acidic stomach. Archaon hacked his way out of the Dragon's gullet with the ferocity of a Flesh Hound, until Flamefang's throat was hacked to shreds and it died of exhaustion and blood loss. Archaon plucked the Eye of Sheerian from its place on the belly of the Dragon and hung it around his neck as his rightful reward.
The next treasure to be won was the dreaded demonic mount of Agrammon. Alternatively known as Dorghar or the "Steed of the Apocalypse", this daemonic beast was stolen from the menagerie of the Daemon Prince Agrammon in the Realm of Chaos. Archaon battled his way past the Daemons guarding Agrammon's palace and sneaked inside, hiding beneath a beast that was part man, part mammoth and part insect. Inside was every beast imaginable, and some that are not. Archaon tracked Dorghar through the menagerie by its sulfurous stench. When he found it he vaulted on to its back. The Steed of the Apocalypse changed shape and burst into flames, but Archaon was able to break it like a wayward stallion and escape from the Realm of Chaos.
Prophecy of the End Times
"So soon the hour of fate comes around. The Everchosen stirs from his dark throne and prepares the blow that shall split the world asunder. Realms of old have fallen, lost beneath the fury of the northlands, or smothered by vermin from below. Some heroes battle on, too stubborn to realize all hope is lost. Their time is past, and a new age of Chaos and dismay beckons. Perhaps I am foolish also, for I fight with no hope of victory. I seek only to weaken the Dark Gods, to shake their hold upon the future. No other course remains; not to mortals, nor the Divine."
Eventually he sought a legendary Chaos Blade, known by many as the Slayer of Kings which was the sacred blade of Vangel, the second Everchosen. He bound the Greater Daemon U'zhul into the blade, and the millennia of imprisonment have sent it insane with rage and fury. It was said to rest at the top of Chimera Plateau, located near the roof of the world, where Archaon and his steed Dorghar has journeyed. The warriors battling around the plateau saw the determination and destiny of Archaon, and he quickly gathered a huge horde of followers to wage war against the Chimera's. They swiftly defeated the Chimera hordes guarding the higher passes where Archaon and his three companions climbed to the top of the plateau. From the top, Archaon looked down on the world, swearing that he would one day rule over all of it. Suddenly, what he had taken for a mountain behind him turned over in its sleep, causing a series of earthquakes in the lands below. Archaon soon realized that the mountain was actually the father of the Dragon Ogre race, Krakanrok the Black. Even he could not defeat such a foe, so instead he and his companions sneaked past the titanic monster, only to find that the Slayer of Kings was clasped into its chest. Prince Ograx the Great, the strongest of Archaon's companions, was able to lift up one of Krakanrok's talons high enough for Archaon to retrieve the Demonsword.
However, the Daemon bound inside began to shriek with deafening volume. As Krakanrok began to stir, Archaon thought fast and plunged the Slayer of Kings into Prince Ograx's chest. With the blade's thirst quenched with royal blood, Archaon was able to sheath it and return from the plateau to the cheers of his followers, carrying his blade with him throughout all his battles.
After many years of endless journeying, Archaon has finally gathered all Five of the Artifacts except one. Forged before the dawn of man, the Crown of Domination once held the Eye of Sheerian, but had since been lost to history. It strikes terror into the bearer's foes and gives strength to his very allies. Decades after finding the Slayer of Kings, Archaon still had no clue as to the whereabouts of this ancient battle helm. Eventually Be'lakor revealed its location, planning to steal the crown after Archaon found it. The crown lay in the First Shrine to Chaos, high on an icy peak in the Worlds Edge Mountains. Be'lakor led Archaon up the mountain, the Steed of the Apocalypse carrying him over the most difficult terrain.
After a day and a half of ceaseless climbing, Archaon stood before the massive double gate that was the entrance to the Shrine. Through the gateway was a labyrinth filled with dire beasts and vengeful Daemons. Archaon was tested by each of the Chaos Gods to see if he was truly worthy to be the Everchosen. Nurgle sent deadly diseases that Archaon fought off with sheer willpower. Tzeentch created a labyrinth of crystal, but Archaon blindfolded himself and used instinct alone to navigate it. Slaanesh sent temptation after temptation, but Archaon resisted, never diverting from the path to the inner gates of the Shrine.
After passing through the inner gates, Archaon found himself on a narrow causeway surrounded with hellfire that scorched his skin and burnt away his hair. Suddenly, a mighty Bloodthirster of Khorne erupted from the flames and attacked the potential Everchosen. The Greater Daemon was strong, but Archaon drew strength from the Slayer of Kings and wrested the Bloodthirster's weapons away and strangled it with it's own whip. The hellfire died away, leaving Archaon gravely injured and standing in a simple shrine. A throne stood at the back of the shrine, with a withered corpse sitting on it. On the top of its withered skull sat the Crown of Domination. Archaon took the crown and, with his wounds healing and frame swelling with power, he held it to the heavens. After over a century of searching, he had claimed the title of Everchosen. All that he needed now was a coronation. Upon retrieving the Crown, the daemon prince Be'lakor performed the coronation that made Archaon the Lord of the End Times, and begins mustering the largest army ever seen by mortal kind. It was from that day forward that the last spark of Archaon's humanity was extinguished, and from now until the end of days, Archaon has finally embraced the destiny that lays before him.
The End Times. When Archaon finally completed his centuries long odyssey throughout the dark places of the world and was crowned Lord of the End Times, he immediately began work to add the remaining Northern tribes who had not yet pledged themselves to his apocalyptic banner to his vast armies.
Unification of the Tribes. Within a short time, he had succeeded in bringing every last tribe, clan or warrior band that had ever vied for control of the tainted Northlands under his iron fisted rule. Bloodthirsty Aeslings and barbaric Baersonlings, wily Skaelings and seafaring Sarls, twisted Vargs, savage Graelings and berserker Bjornlings and a thousand other hard hearted Norse tribes aside, all did answer the Everchosen's call. The heroes of the North flocked to Archaon's banner; High Jarl Egil Styrbjorn, Wulfrik the Wanderer, Valnir the Reaper, Sigvald the Magnificent, and countless other heroes who thirsted for the chance to prove themselves in the Final Battle before the Dark Gods.
Invasion of Kislev. With the coming of late autumn, the Norscan tribes charged down from the north upon the realm of Kislev, the 1000th year of the nation's storied history by the Gospodarin calendar. This was to be its last. The city of Praag fell swiftly to the howling fury of the horde, while Erengrad fared only slightly better, barely holding out against Archaon's armies before falling swiftly to midnight reavers in wolfships that unloaded lethal cargoes of insane Chaos Warriors and berserkers. The Chaos Hordes burned the city's western seaport to the ground before putting all its inhabitants to the sword. The city of Kislev; that legendary bastion which shared its named with the mighty land, was taken by storm in a single night of terrifying bloodshed; its proud walls reduced to rubble, thick with screaming forests of impaled men, women and children.
Those few of Kislev's people rallied behind the Tzarina Katarin, who had miraculously survived the slaughter of the city of Kislev. Under her leadership, the ragged remnants of the Kislevite nation staged a doomed resistance against the depredations of the Norsemen and their allies. In the end, their struggle proved pointless, for the Norsemen rampaged throughout the scorched remains of the nation and killed and plundered where they wished, taking resources and testing themselves for the true battle against the hated Empire that lay further south. Tzarina Katarin and her followers were eventually slain at their final stand at the ruins of Erengrad. With no further resistance, Archaon led the Norsemen further southwards.
Invasion of the Empire. Realizing that they could not withstand the hordes of Norsca, the Supreme Patriarch Balthasar Gelt raised a massive wall many miles that stood like a flood gate that held the Hordes of Chaos at bay. This mighty bastion was named the Auric's Bastion. A massive construct of magic and faith that would span the immense Imperial-Kislev border, no amount of magic or cannonry could ever hope to breach it.
However, the Bastion could not fully prevent the Norsemen from crossing into the Empire. Warbands, led by particularly bloodthirsty or foolhardy chieftains, scaled the towering edifice and managed to raid villages and besiege scattered fortresses. The most significant of these warbands was the horde of the Kurgan chieftain Festak Kran, a champion of Nurgle. His warband succeeded in pushing deep into the western Empire, causing much havoc before he was eventually stopped by the heroism of Valten, Champion of Sigmar. Festark Kran's death however, would not stop Archaon from achieving his goal.
Fall of Middenland. Archaon, the Three Eyed, Warrior King of the North, High King of Norsca, High Zar of Kurgan, Everchosen of the Dark Gods and the greatest warrior ever to walk the earth, was on the march. In his wake came the full might of all the North; every tribe and warrior of Norsca who had proffered sword oath that they might fight the Final, Glorious battle to seal the fate of the world. Upon this mighty Horde were all the eyes of their ascendant gods. The mighty fleet of longships made landfall upon the straits of Kislev, unopposed, but not unobserved. A thousand thousand beady red eyes that watched from the shadows widened in fear as tribe after tribe of savage Norscans waded ashore. Soon, the old Nordland coast was thick for miles with black armoured, horn helmed Northlanders. Yet still, the warriors of the North flooded the shore. The veil between worlds was rent by the sickly luminescence of the black halo that was the remains of the Witch Moon Morrsleib, causing hordes of daemons to caper into blasphemous existence on the edges of the great freigattur.
So vast and anarchic an army should have taken weeks to order, if they could be ordered at all. Yet all warriors of the horde felt the oppressive weight of their King as keenly as any steel blade, and bent to it without question. The Council of Thirteen and their Skaven hordes, disarmed by the notion of the full might of the Savage North being marshaled at the time of their triumph, made the decision to ingratiate themselves with the Chaos Host lest they engender their complete annihilation by standing in the path of the barbarians. The great Northern King accepted the Under Empire's fealty. The Skaven would be allowed to serve. They were, after all, true children of Chaos just as the Beastmen were, and their particular talents would prove invaluable in the coming days.
Just as Archaon's freigattur marched in apocalyptic step, so too did Middenheim's defenders ready themselves for the horde's onslaught. Valten, Herald of Sigmar and champion of the Empire had ridden hard for Middenheim, seeking to bolster the city's legendary defenses with his own mighty force. Elector Count Boris Todbringer, consumed with his vendetta against his long time rival, Khazrak One Eye, had resolved, despite the dissent of his nobles and the Knights of the White wolf, to sally forth into the Drakwald and slay the beast once and for all. In his stead, he made Valten the acting Lord of all Middenheim. The loss of Boris Todbringer in a foolish quest for vengeance severely weakened the great city, leaving it vulnerable to the massed Norse horde. Nevertheless, Valten was determined to carry out his charge and protect the people of Middenheim. With the aid of the two greatest gods of the Empire: Sigmar and Ulric, the warrior was certain he would be able to bring Archaon himself to battle and slay him. For the Three Eyed King's part, he knew of Valten well, and was equally determined to slay the preening southlander to further prove the lie of the false idols he called gods.
Siege of Middenheim. The slaughter began as battle was joined at the walls of Middenheim. To be a man of the North at that time was to walk in the wake of legend itself: Egil Styrbjorn, Ragnar Painbringer, Sven Bloody Hand, Engra Deathsword, Wulfrik the Wanderer, Valkia the Bloody, Sigvald the Magnificent, Scyla Anfingrimm, Valnir the Reaper and a thousand other legendary names of dark renown and terror thundered across the field, leading their tribesmen across a bloody field to face the cowardly Middenlanders who perched atop their mountain fastness dreading the wrath of the Northmen. Warhirds of savage Aeslings charged up the ramparts, driving their bloody axes into the flesh of their enemies while roaring bestial praises to the Lord of Blood.
Barbarian Bjornlings braved the hail of cannonfire and crossbow bolts as they locked their massive kite shields and slowly took the pathways of the labyrinthine city. The tribes of Norsca fought on, with the grim fatalistic determination of their race they hacked and slew for the glory of their hateful gods. Yet despite the onslaught, the men of Middenheim took heart for they recalled the ancient legends of their forefathers that told that the city of Ulric would remain unconquered so long as the flame of the god burned.
Yet below the Fauschlag, their fate was already being sealed. For Teclis, Loremaster of Ulthuan, was enacting the next foolish step of his ill conceived plan to defeat Chaos in order to foster the resurrection of his brother Tyrion, now cleansed of the Curse of Aenarion, into the Incarnate of Light. To revive his brother, he would need the energies of the first and mightiest of the gods of the Empire; Ulric himself, whose physical embodiment in the world burned as a blinding flame within the great mountain itself, the fire burning above but a pale facsimile. Teclis stole the Flame, thus slaying the great Ulric. Arrogantly believing his plan to be the only way to save the world from Chaos, the Dark Gods laughed heartily as the foolish elf mage only precipitated in the annihilation he sought to prevent.
The people of Middenheim let out a desolate cry of sorrow and horror unimaginable as the Flame of Ulric at last guttered and gave out with their deity's death. Only one Imperial stood resolute against the tide of northern warriors, in his hand was clutched the hammer of Sigmar himself. Valten reaped a terrible toll from amongst the legends of the North, for many heroes of Norsca sought to slay him for the glory of the gods and favor of their king.
Archaon vs Valten. At last, Archaon himself had taken the field. He sought out Valten and brought him to single combat. The Three Eyed King mocked Sigmar's champion, calling him unworthy of the man-god's ancient hammer.
And though Valten was a peerless warrior amongst his own kind, it was truly not within his mind to vanquish the Everchosen. The Ulricsmund shook with the battle as U'zuhl, the Slayer of Kings and Ghal Maraz clashed again and again.
The two warriors traded earth shattering blows in an intricate waltz of destruction, strikes that could have annihilated any mortal man dozens of times over. Two destinies at war, the skeins of fate straining to control their struggle as the rest of the battle simply faded into the background, where heroes lived and died in their dozens. Yet here was the only contest that mattered. The future of all creation would be decided, either by the Slayer of Kings or the Splitter of Skulls.
The raging battle ceased for a moment when Gregor Martak, the last Supreme Patriarch, filled with the last withered godspark of Ulric, attempted to intervene and swing the pendulum of combat in Valten's favor. As it transpired, the Herald's death was not by the edge of Archaon's mighty daemonblade, but by the hand of Verminlord Skreech Verminking, who decapitated the Herald of Sigmar. The Eye of Sheerien flared like a dying star, and as all who gathered felt Archaon's godlike rage, a force unto itself that washed over all present as a wave of agonizing, incandescent heat burned clean away the smoke and drove back the shadow. The skies buckled with the Three Eyed King's fury as a bolt of sorcerous lightning sundered the skies and smote the Temple of Ulric. The Everchosen set down the corpse of his rival and rose, his anger at being denied this prophesied battle a thing to cow the gods themselves.
Archaon vs Martak. The Everchosen weathered the cold fury of Gregor Martak's spells, wading out from the arcane blizzards he conjured as though they were no more substantial than fog. Contemptuously, he raised up the Supreme Patriarch by the throat and slew him with his blade.
Without the inspiration of his presence to give them hope, the defenders of Middenheim quickly disintegrated in the face of Valten's demise and the immensity of the Norscan army. Their few remaining positions quickly overrun, the ragged survivors pursued unto death by their victorious foes. Thus it came to pass, with the Norsemen playing out the final steps of annihilation begun by their ancestors when Cormac Bloodaxe led his mighty horde upon Sigmar's empire all those many centuries ago. Middenheim had fallen.
Lileath, Goddess of Prophecy:
"So soon the hour fate comes around. The Everchosen stirs from his dark throne and prepares the blow that shall split the world asunder. Realms of old have fallen, lost beneath the fury of the northlands, or smothered by vermin from below. Some heroes battle on, too stubborn to realize all hope is lost. Their time is past, and a new age of Chaos and dismay beckons. Perhaps I am foolish also, for I fight with no hope of victory. I seek only to weaken the Dark Gods, to shake their hold upon the future. No other course remains; not to mortals, nor the Divine."
Last Stand at Averheim. Archaon was now in ascendance; Middenheim was undoubtedly the proudest conquest of their long and storied history, for its capture was an unmatched humiliation of the weakling gods of the Empire. Particularly of Sigmar, the ancient foe of the North. The hated Empire of the south was all but vanquished; Altdorf a festering ruin, Talabheim a scorched waste and Middenheim the staging ground from where the Northmen would strike the final blow against Sigmar's heirs. Only Averheim, capital of the province of Averland, stood unbowed against the bite of Norse steel.
Archaon had claimed the Temple of Ulric as his hall in the many months since he and his Norsemen had laid the city low. His throne forged from the bones of Ulric's priest, and the hammer of Ghal Maraz set upon it as a trophy; a testament to the supremacy of the Dark gods of the North over the deities of the south. There, he received the supplications of his warriors and daemons who were oath pledged before the gods to his service. Once, the temple had been illuminated by the Fire of Ulric, but that callow flame had proven no more divine than the dim torches that hung upon the walls of the defiled temple. Ulric had been shown to be a lie, just as Sigmar was a lie. With the conquest of Middenheim, he had proven the former. With the skull of Karl Franz, he would prove the latter.
The Three Eyed King had already set the wheels in motion for the doom of the world, having dispatched tribes to batter Middenheim under the command of Vilitch the Curseling. The tribes dedicated to Tzeentch fell upon the city, roaring out bleak warriors' songs as they battered the walls of the Averburg with hellcannon fire, and black armored northlanders had climbed up the rubble of fallen walls to slake their bloodthirst upon the men of Averheim. Yet at the final moment, where the final fall of Averheim was assured, salvation for the southmen was found in the arrival of Sigmar Heldenhammer and the last surviving warriors of the Empire.
With the Dwarfen Warriors of Karak Kadrin, led by their mighty king Ungrim Ironfist, the Emperor successfully drove back the Tzeentchians and freed Averheim of their fury.
Back at his hall at Middenheim, Archaon had realized that the time for deception and feint had long passed. Now dawned the hour of murder and slaughter. Unsheathing his mighty blade, he slew the Greater Daemon of Tzeentch, Kairos Fateweaver, beheading the abomination and taking his blood as the sacrament with which to honor the greatest of all the Dark gods; Khorne.
From the blood and broken corpse rose the mightiest of Khorne's Bloodthirsters; Ka'Bandha, Lord of the Third Host, who pledged his service to Archaon for it was the murderous will of the Bloodfather. With the aid of the Bloodthirster, Archaon gathered the most brutal Norscans into a terrifying army dubbed the Berserker Onslaught, commanded by himself and two of the most favoured Khornate champions of Norse blood: Valkia the Bloody and Scyla Anfingrimm. The three Norsemen led the horde southwards upon Averheim, intent on breaking the last vestige of Imperial resistance.
Final Battle for Averheim. The northern skyline was soon choked with skull laden banners and the air rang out with the discordant shrieking of savage Norscan war songs. Many were the renowned warriors gathered into the ranks of the Berserker Onslaught: the mighty Skaramor clans, the merciless warriors of Valkia's Bloodied Horde, fresh from their victory over the armies of Naggaroth in the far north, and many others whose blades thirsted for Southling blood. But scant hours after Archaon's personal standard had crested the skyline did the Berseker Onslaught charge; and Averheim rocked with the bellow of drumbeat and the roar of battlecry.
The Norse charged forth at the great northern wall of Averheim, throwing massive heavy bladed axes and daggers at their foes atop the battlements. A rain of hellish cannonfire greeted them as they thundered across the Aver Valley. Thousands fell, many hundreds more were gravely injured, but so immersed with the fury of Khorne were the Norse that they weathered the endless hail and climbed over the mounds of their dead to avenge themselves upon the cowardly Imperials. Oaths to Sigmar, Grimnir and the Lady were drowned out by bellowing roars as the berserkers called out the eight thousand bloody names of Khorne as it finally came to be the Northlanders' time to wreak slaughter. Few Southmen could match the fury of a Norsemen, and even fewer the endless wrath of the bloodthirsty champions of Khorne. Soon, the trickle of Norscans upon the walls transformed into a mighty flood and all foes broke before them. Not even the mighty knights of Bretonnia and the grim Dwarfs of Zhufbarak and Karak Kadrin could stand long before the savage fury of the North.
The Onslaught had devolved into little more than a wild mob of savage warriors by the time they had reached the Steilstrasse. Drunk on slaughter and caked in offal, crimson armored Norse champions thundered forth on brass skinned Juggernauts, their runed axes reaping a frightening toll from their foes. Matchless warriors of the Skullrage, legendary Norsii knights said to have fought at the side of Morkar the Uniter himself, dueled with the greatest Bretonnian knights and hacked them down from their saddles with contemptuous ease.
Even where their riders were slain, their Juggernauts continued their fight lost in a shard of Khorne's everlasting rage. Towards the east wall, the shield-walls of Norsca and Karak Kadrin clashed, with the Dwarfs weathering the brutality of their foes with a skill that only the most battle hardened northlanders could match. Yet the Northman matched the skill of their grim foes with wild bloodlust, and so many of Ungrim's slayers found the deaths they longed for atop the walls of the Averburg.
Ungrim vs Scyla. Ungrim Ironfist had held alongside his favored warriors thus far, though now it seemed his doom had come. Scyla Anfingrimm, Talon of Khorne, had followed his slaughterer's instincts to the Magnusspitze, and the truest savages of Archaon's hird had followed in his murderous wake. Axe wielding savages, neither fully men nor daemons, who sought to drown out their own internal agonies with the death cries of their foes: forsaken warriors who had long been cast aside from the shifting gaze of the gods and set upon the path of death or spawndom. Where the Dwarfs had managed to hold back the rest of the Norscan horde; there was no way to contain Scyla's howling host. With tendril, pinion and snapping claw, the Bloodbeasts crushed the slayers under their mindless, bestial bloodlust.
Scyla at last had found Ungrim on the field of battle and matched his mighty claw against the Axe of Dargo. The Slayer King was buttressed by a ancient power; the very Wind of Aqshy itself, which strengthened his limbs and guided his blows, cloaked itself about him and burned away the darkness. But Scyla was amongst the Blood God's most beloved warriors, and in the Final Days of the world, he had grown mighty indeed. Insensate to the pain of the magical fires Ungrim now conjured, the Chaos Spawn bore down upon him earth shattering blows and pulverized his armor. Once, twice, thrice, the former Norse champion had used Ungrim as an improvised flail, using the king to crush and shatter his very subjects. When Scyla drew the battered Dwarf back for a fourth time, it was then that Ungrim let fly his final, desperate swing.
The Slayer King had aimed for the Chaos Spawn's head, but it had seemed that his axe blow had instead found the hulk's massive arm; the very one with which he now grasped him. The axe bit deep, and Scyla howled in unholy rage as he instinctively threw away the Dwarf. Blinded with pain and fury, he leapt upon the prone king, who with desperation quickly rose to his full height and slashed his blade across the hulking Scyla's belly, nearly drowning himself in the creature's smouldering blood. Scyla howled in fury a second time, but could not halt the momentum of his charge in time before he struck the edge of Magnusspitze's parapet with a sickening crunch, and then plunged over the edge into the smoke wreathed sky beyond. None could be certain however, if this had spelt the end of the one time savior of the Bay of Blades, though he did not reappear in later battles.
Valkia vs Schwarzehelm. Far across the city, the Emperor's Company was swiftly losing momentum. Only Karl Franz himself, in truth the god Sigmar Heldenhammer reborn though it was unknown amongst his comrades, seem untouched by weariness and many were the prayers made that the power that strengthened the Emperor would not expend itself until the gold helmed Everchosen was slain. As the fur clad and steel sheathed warriors swarmed all about them, the Swords of Chaos; Archaon's own warband and the elite core of the Berserker Onslaught, had spurred into the fray. Their charge was unto the southlings as the ending of worlds, as their impact trampled hundreds of brave warriors of both the Reiksguard and Griffon Order alike into the gore slick dirt.
Above the charge of the Norscans flew the mightiest of their legendary shield maidens; the dauntless warrior queen Valkia the Bloody, the Bringer of Glory, she who carried the fallen to Khorne's halls. Though Archaon; King of the Northmen, had made his claim upon his southern counterpart, there were still many choice trophies to be laid at Khorne's feet, and the Gorequeen had set her malefic gaze upon the Imperial standard, as well as the skull of he who bore it; Ludvig Schwarzehelm.
Both Valkia and the Emperor's Champion dueled amidst the battle; peerless warriors of their respective races. Though Schwarzehelm was a swordsman of exquisite renown who bore no equal among the men of the south, Valkia had been a queen of Norsca in mortal life, and in immortal demonhood bore the highest favor of Khorne himself. Valkia's spear, Slaupnir, had torn its brutal way through Ludvig's breastplate and pierced his heart, slaying him. But in his death throes, the warrior had raised the Imperial standard Valkia sought to claim and drove it through her daemonic flesh, the Demon Princess' very momentum driving her further and further down the spear, until the heartwood shaft had shattered her unnatural spine.
The Emperor vs the Everchosen. As the two died, Archaon had at last sought out the Emperor, his foe and great adversary. A strange silence fell upon the field as the two locked their fierce eyes upon each other. The sense of destiny defied was electric in the air, the sense of fate itself sheering loose of the path set for it. The Everchosen raised his mighty blade and rode towards his enemy, and the moment was lost.
The Everchosen did not ride at once to meet his foe in combat, his swing had been the signal for his Swords of Chaos to charge ahead and engage the foe. Not one of the heavily armored Norse riders had reached their enemy, having been burned to cinders by the Emperor's lightning or torn from their saddles by Deathclaw. Archaon remained motionless as he beheld the slaughter of his closest knights and nodded to the Emperor. The barest of salutes perhaps, or the satisfied foresight of the contest to come.
The Norsemen still continued streaming onto the Magnusplitze, while their victory was all but assured at the Steilstrasse, there it was less a complete rout for their foes and more a grinding stalemate, given the timely arrival of the warriors of Zhufbarak who reinforced their red haired cousins of Karak Kadrin.
As the battle raged on the Magnusplitze, so too it was waged with no less fury on the Steilstrasse. Imperial soldiers fought back to back as frenzied Northmen slaughtered their ways through their ranks. The men of Carroburg and Ostland, Quenelles and Altdorf, all felt despair rise up like bile as Aeslings, Baersonlings, Bjornlings and Graelings thundered and muscled through their lines and slaughtered men without mercy.
Yet among all this bloodshed, one battle stood ascendant above all that. That as was between the Emperor and Archaon Everchosen themselves. Compared to this confrontation, the earth shaking duel between the Three Eyed King and the devil Sigmarite Valten was but a mere prelude. Around the combatants, the Swords of Chaos formed a protective ring to thwart the efforts of the Emperor's Reiksguard, or indeed any other, to intrude upon this mighty reckoning. Bound with the full power of Azyr as he was, the Emperor was nearly Archaon's physical equal. Deafening metallic clamor rang out as U'zuhl and Ghal Maraz clashed together, demonfire and holy lightning striking out with every blow. Below, Dorghar and Deathclaw dueled with every bit the same fury as their masters, red wounds streaking the Griffon's hide and dark blood flowing free from the demonsteed.
The Emperor called out to the heavens to unleash their fury down upon Archaon, lashing the Norse Lord with bolts of lightning. Unperturbed, the Everchosen countered with his own dark magic, wreathing the Emperor in demonflame that would have surely burned him to his very soul had it not been for the protective enchantments of the Seal of Purity. Again and again did blows fall, the two warlords striking out in a dance of steel with skill so impeccable that it seemed almost a rehearsed battle. All around them, Norsemen and Imperial alike fell into the sodden mud, their skill having failed them. Yet still, the Northern King and Emperor fought.
At last, the Hammer of Sigmar battered away Archaon's rune shield and thundered into the black plate of Morkar the Uniter's armor with a dull clang drowned out by Archaon's bestial bellow of pain. This small victory proved bitter, however for the Emperor had left his defenses dangerously weakened and the Slayer of Kings lashed out to take advantage.
Deathclaw saw the blow before his master did, and imposed himself between the Emperor and the keen edge of U'zuhl. Instead of striking the Emperor's neck, as Archaon intended, the demonblade had instead hammered into Deathclaw's skull. Blood oozing from the blow, senses struck clean by the hammer of the impact, the mighty griffin tumbled to earth with a muffled screech and threw his lord from the saddle.
Archaon was on his foe the minute he had fallen to earth. The Slayer of Kings arced down with blinding speed and tore a bloody groove through the Emperor's powerful plate and bit deeply into the flesh. the Essence of Ghal Maraz struck out a second time, but it was slow now with its wielder having suffered such a mortal wound and Archaon easily dodged the strike and laughed at a foe so nearly humbled. He did not charge his steed now, for the Emperor was defeated. Nor did he call his Swords to end the cretin princeling's life. Instead, he merely goaded Dorghar to a tread and slowly approached his beaten foe.
Archaon raised the Slayer of Kings and brought it down in a murderous arc, while the Emperor raised his hammer of light in a desperate guard against it. The two weapons met with a ponderous clang, but Archaon tore his weapon away and brought down again with twice as much force. With that strike, the Slayer of Kings thundered into the Essence of Ghal Maraz and the hammer exploded into a thousand shards of light. The Three Eyed King mocked the fallen Emperor as a thief, declaring the power mantled upon him was not his property for it was stolen from its true master, the Changer of Ways. Archaon tore away the power of the Wind of Azyr from the Emperor, returning it back to the possession of Tchar the Raven God. Archaon had prevailed over his nemesis.
Karl Franz Defeated. Seeing the wretched Emperor as unworthy of even the effort of killing, the Three Eyed King elected to deny him the honor of a warrior's death, declaring that no god favored him nor cared if he lived or died. Averheim was now lost, smothered under the wrath of the Northmen like all the rest of the world. With no recourse, Balthezar Gelt conjured a spell to transport the survivors of the Emperor's army to Athel Loren, the last place in the world spared by the fury of the Norscans, leaving only Ungrim Ironfist and the Sons of Kazakrendum to cover their retreat. Every last Dwarf not of Zhufbarak died a loathsome death that day.
Fall of Athel Loren. With his victory over the Empire seemingly assured, Archaon led his victorious warriors back to Middenheim, where they would enact the final stages for the annihilation of the feculent world the Three Eyed King had decreed was worthy only of death. The triumph of the Northmen was swiftly imperiling the delicate Weave that the Wood Elves of Athel Loren had strived so hard to maintain. The travails grew so deadly, that many of the forest wraiths began to succumb to the madness of Chaos. With every assault the Norse and their allies had made, the more they pushed the world towards its unmaking.
Such devastation could not come into being overnight, of course. Indeed, without an explosive influx of Chaotic energies similar to the terrible occurrences glimpsed during the Fall of the Old Ones, this unmaking would doubtless have taken centuries. However, a horrifying tipping point was emerging; one that if left unchecked would reduce the world to formless, primordial Chaos. And already, it’s precursors were being felt.
Within the bowels of the Fauschlag, the Northmen had uncovered that which they had sought at Middenheim since times immemorial. An ancient device, left from the age when the gods warred against the Old Ones; a device that, if properly coaxed, would unleash a rift to the Realm of the Gods, one similar in intensity to the two gateways that stood at either pole.
Without an equal to cancel it out, as had been the case with the Polar Rifts, this new gateway would devour the Old World unabated, and indeed also undo the bindings placed upon its two siblings, thus undoing the delicate equilibrium that had been unwittingly created by the Coming of Chaos, and play out the last acts of damnation began those many thousands of years ago.
Blood Hunt Unleashed. Ka’Bandha, Lord of the Bloodthirsters, had grown impatient with the Everchosen’s obstinate desire to remain in Middenheim while blood was yet to be spilled. Though he had sent many foes to Khorne’s halls and won a mighty victory at Averheim, his refusal to hunt the last remnants of resistance to the dread will of the gods was deemed disrespectful to Khorne in the eyes of the Bloodthirster. Archaon, unbowed against the Greater Daemon’s rage, suggested that Ka’Bandha lead his pack to claim the Emperor’s skull for Khorne, but he would deliver his flesh to adorn the Three Eyed King’s black throne. With new, purpose Ka’Bandha led the Blood Hunt to run down and slaughter the last embers of resistance to Chaos’ rule.
The ancient demonhost did not need to hound out their quarry, for the army of the Incarnates rode out in a last desperate charge to avert the destruction Archaon sought to unleash. Their forces were greatly enhanced by their alliance with the Undying King Nagash, and his surviving Mortarchs. The dead of 11 provinces rose up to aid the last army of Light against the red ravagers of the god of war.
Though the Incarnates and their dark allies fought tooth and nail against the demonic hordes, they could not prevail against the boundless fury of rage itself given form. The Lord of the Hunt led his fellow daemons in smashing apart the forces of the Incarnates, while he himself set his burning gaze upon the Emperor himself. In a last ditch effort, the Incarnates cast a potent spell to transport themselves and a select few of their forces into the Ulricsmund itself. Slowing all the Incarnates made their way to the Temple of Ulric, where it is upon those grounds that the forces of the World faced the Herald of the Apocapylse. The battle was epic to behold as the armies of all the mortal races stand united against the Forces of Chaos undivided. It was at this very moment, that Sigmar had reunited with his hammer, Ghal Maraz, and faced Archaon alongside his Incarnates.
Sigmar vs Archaon. Having dispatched the Incarnate of Beasts, the Everchosen moved to engage Sigmar in single combat. Fully manifested upon the mortal plane as was possible for a being of his divine power, the Heldenhammer’s avatar proved Archaon’s physical equal. The battle fought between them was perhaps the fiercest fought of all that were waged during the End Times. Thunderously did U'zuhl and Ghal Maraz clash in blows that could have shattered mountains and shook the very world to its foundations. Throughout the battle, Sigmar raged at the Everchosen; lamenting that once he, a son of a daughter of the Empire, may have been the sword that would have wiped the Empire clean of taint and led humanity into a bright new age. Archaon’s anger blazed brighter, for in his frenzy he laid upon Sigmar with all his hatred, decrying the God King as a liar and coward.
Having at last disarmed the God King, Archaon readied his demonblade for the blow that would kill a god. The intervention of Ulric, Sigmar’s own deity in mortal life, who sought to repay the Everchosen for the despoiling of Middenheim and the slaughter of his worshipers, bought the God King time to recover as the Everchosen finally slew the host of Ulric’s godspark and thus snuff out the last embers of that noble deity’s life.
Enraged further by the loss of the god who had admitted him into the company of the divine and whom he had so loved in mortality, Sigmar unleashed the latent power of the Wind of Heavens and destroyed Archaon’s legendary daemon blade. He then hammered upon the Everchosen with blow after blow until he finally cast him into the new Chaos Gate he had opened to end the world.
But the Lord of the North would not be defeated so easily, for no later did the Incarnates fail at sealing the Chaos Gate that Archaon climb his way from the demon gate. Driven to fathomless insanity by the revelations he had borne witness to, Archaon fell upon Sigmar with rage so unholy that it blackened the soul. And as the newborn Chaos Gate fed its dark hunger upon the world did the two demigods struggle in titanic contest, the ending of the world itself paling in intensity to the unimaginable hatred that stood between them. All that was left to see was the two figures disappearing from sight, as the darkness that was unleashed from the Chaos Gates consumed all in its path. It was at that very moment, the moment when all the world had finally met its final doom, that Archaon's destiny had at last been fulfilled.
The World's Ending.
"And so the mortal world fell away into oblivion. The gnawing rift at the heart of Mankind's domain devoured reality. Slowly it spread at first, but then with the hunger of ravening wildfires. Invigorated, the polar rifts slipped their ancient bounds and joined their younger sibling in its feast. The peoples of the World beheld their doom, and screamed in despair. No two watchers beheld the same vision. Some saw skies riven with fire, some looked upon an ice cold maelstrom of stars, some saw colossal tentacles and fanged maws that drooled the molten stuff of Chaos. Perhaps the Chaos Gods raised their champions to demonhood from the battles that raged amongst the flames. It matters little, for the truth of those hopeless wars are lost. The Oak of Ages was swallowed last of all. Mournful dryad songs echoed under livid skies as Athel Loren perished. With its destruction, the Weave that bound the time and space together thinned and stretched. Twisted by unnatural energies, it dissolved entirely into nothingness. That terrible act of uncreation might have taken the blink of an eye, or unfold across millenia. The Dark Gods were not fettered by the flow of time, and let it pass unmarked. Already tired of their victory, they turned away from the ruin they have wrought and began the Great Game anew in other worlds and other creations. In doing so, they paid no heed to the tiny speck of light tumbling in the infinite darkness; the glowing essence of what had once been a man. Through the storm of nothingness he fell, adrift for aeons upon unseed tides. Then came a glimmering orb, a fiery world heart grown cold as the abyss. Desperate, the figure seized upon the sphere with a grip that could shatter mountains. He stared into the void, and from the darkness, the void stared back. The figure clung tight, marshalling his faded strength. He reached forth his hand, and a miracle took shape......These were truly the End Times"
Dorghar
Large fiend, chaotic evil
- Armor Class 18 (natural armor)
- Hit Points 230 (20d10 + 120)
- Speed 18m, fly 30m.
STR DEX CON INT WIS CHA 21(+15) 21(+5) 23(+6) 6(-2) 14(+2) 16(+3)
- Saving Throws Str +10, Dex +10, Con +11
- Damage Immunities fire, necrotic
- Damage Vulnerabilities cold, lightning, radiant
- Condition Immunities charmed, exhaustion, frightened
- Senses passive Perception 12
- Languages understands Dark Tongue but can't speak
- Challenge 10 (5900 XP)
Confer Fire Resistance. Dorghar can grant immunity to fire damage to anyone riding it.
Magic Resistance. Dorghar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Dorghar makes two attacks with its hooves.
Hooves. Melee Weapon Attack: +10 to hit, reach 1,5m, one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Fire Breath (Recharge 5-6). Dorghar exhales fire in a 6m cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Archaon
Medium humanoid, chaotic evil
- Armor Class 29 (tower shield, Armor of Morkar)
- Hit Points 660 (30d12 + 300)
- Speed 12m.
STR DEX CON INT WIS CHA 40(+15) 20(+5) 30(+10) 18(+4) 22(+6) 26(+8)
- Saving Throws Str +24, Con +19, Cha +17
- Skills Athletics +24, Animal Handling +15,
Insight +15, Intimidation +17, Perception +15- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities fire, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Damage Vulnerabilities cold, lightning, radiant
- Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses passive Perception 25
- Languages Common, Dark Tongue
- Challenge 30 (155000 XP)
Legendary Resistance (5/day). If Archaon fails a saving throw, he can choose to succeed instead.
Everchosen. Each creature of Archaon's choice that is within 36m and aware of him must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Archaon's frightful presence for the next 24 hours.
Eye of Sheerian. Archaon can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against him.
Ultimate Mark of Chaos. Archaon scores critical hits on a roll of 18, 19 or 20 and critical hits against him need to be confirmed by a successful second attack roll.
Crown of Domination. Archaon's spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He can maintain Concentration on two spells simultaneously and can innately cast the following spells, requiring no material components:
- At will: Dominate Monster, Feeblemind, Gate, Power Word Kill, Power Word Stun
Actions
Multiattack. Archaon makes five attacks with the Slayer of Kings.
Slayer of Kings. Melee Weapon Attack: +29 to hit, reach 1,5m, one target. Hit: 27 (2d6 + 20) slashing damage plus 22 (4d10) fire damage. This weapon ignores resistance to slashing damage. In addition when Archaon rolls a 20 on the attack roll, that target takes an extra 27 (6d8) slashing damage. Then Archaon rolls another d20. If he rolls a 20 he lops off one of the target's limbs. If the creature has no limb to sever, he lops off a portion of its body instead.
Legendary Actions
Archaon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Archaon regains spent legendary actions at the start of his turn.
Charge. Archaon moves up to 24m and makes a melee attack.
Crown of Domination. Archaon casts a spell.
Herald of the Apocalypse (Costs 2 Actions). Archaon power rips open the skies casting Meteor Swarm.
Warhammer's
Guide to DnD.
Chaos Warriors