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CHAOS HORDES

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

Steven A. Cook
Contact: stevenacook@gmail.com
Version 1.0, May 2014
For more gaming stuff visit The Borderlands, Steves dorky old-school gaming
blog.
http://dndborderlands.blogspot.ca/
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TABLE OF CONTENTS
Topic
CHAOS FOLLOWERS
Marauders and Chieftains (plus Wild Horses)
Beastmen: Ungor, Gor, Bestigor and Wargor
Warriors, Champions and Knights (plus War Steeds)
Magic Items for Wargors, Champions and Knights
Bray-Shamans and Great Bray-Shamans
Sorcerers: Neophytes, Sorcerers and Exalted Sorcerers
Priests: Acolytes, Priests and Exalted Priests
Magic Items for Bray-Shamans, Sorcerers and Priests
CHAOS BEASTS
Warhounds
Spawn
Minotaurs
Doombulls
Centigors
Ogres
Trolls
Giants
LESSER CHAOS DEMONS
Common Demonic Traits and Abilities
Demon Steeds
Furies
Flesh Hounds
Bloodletters
Demonettes
Nurgling Swarms
Plaguebearers
Horrors
Flamers
Screamers
GREATER CHAOS DEMONS, EXALTED DEMONS AND DEMON
PRINCES
Common Demonic Traits and Abilities
Exalted Demon Warriors and Spellcasters
Bloodthirsters
Keepers of Secrets
Great Unclean Ones
Lords of Change
Demon Princes
CHAOS MUTATIONS
Chaos Mutations Table I: Mortal Mutations
Chaos Mutations Table II: Mutations and Attributes

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CHAOS FOLLOWERS
MARAUDERS & CHIEFTAINS
These marauding northmen pillage civilized lands with reckless abandon. They are the first
wave of the chaos horde, rampaging ahead of powerful chaos warriors and champions.
Mounted marauders sometimes scout in advance of the horde, espying resistance strength
and wealth potential of southern settlements.
Combat: Chaos marauders wear scant hides (consider as leather armor) and wield wicked
maces or axes. Brutal warriors, they gain +1 to hit and damage with melee weapons.
Chieftains also gain +1 to hit and damage with melee weapons, but prefer wielding battle
axes or heavy flails. Chieftains wear thicker scraps of hide providing equivalent protection to
studded leather armor.
The wild northern horses are not as battle-trained as war horses (no charge attack
possible), but they do not panic in combat as easily as typical riding horses (morale 8).
Chaos Marauder: AC 8; HD 1+1; hp 6; MV 120 (40); #AT 1 axe (or flail or mace) or short
bow; DAM 1d6+1 or 1d6; SV F1; ML 9; AL CE; HC II; #ENC 6+2d6; XP 15. Note: 25%
chance 1d6 marauders are mounted on wild horses.
Marauder Chieftain: AC 7; HD 2+1; hp 10; MV 120 (40); #AT 1 battle axe (or heavy flail)
or short bow; DAM 1d8+1 or 1d6; SV F2; ML 9; AL CE; HC IV; #ENC 1 (1d4); XP 35.
Note: 50% chance to have wild horse mount.
Wild Horse: AC 7; HD 2; hp 9; MV 240' (80'); #AT 2 hooves; DAM 1d4/1d4; SV F1; ML
8; AL N; HC none; #ENC 1 (with rider); XP 20. Note:
BEASTMEN
Beastmen are mutated humanoids with hideous bestial traits. The warping nature of chaos
means they may appear in almost any form, but most commonly they possess animal-like
heads with twisted horns, goat-like legs and torsos varying from grotesquely bloated to
fiercely muscled. Beastmen lurk in the dark forests of frontier lands, raiding civilized outposts
for food or the sheer pleasure of violence. They are the most volatile of chaos troops, as
prone to fighting amongst their own warbands and tribes as they are attacking settlements
with other chaos minions.
There are four general types of beastmen: ungors, gors, bestigors and wargors. Ungors
are the frailest beastmen and wargors the deadliest. One visual clue to the toughness of
beastmen are the lengths of their hornsungors possess little more than stumps, whereas
gors, bestigors and wargors have successively longer and crueler horns.
Combat: Ungors and gors typically wield javelins or spears and their hides protect them as
leather armor, and there is a 50% chance any group will possess shields. Being an unruly lot,
there is also a 50% chance ungors and gors will simply charge the closest possible enemies
at the start of any combat, regardless of orders.
Bestigors commonly wield axes, picks or flails, and their thick hide protects them as
studded leather armor. Their great strength gains bestigors +1 to hit and damage with melee
weapons.
Wargors wear chain mail armor and favor heavy melee weapons. Their savageness and
strength gain them +2 to hit and damage with melee weapons. Wargors have a 50% chance
to possess magic items.
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Ungor: AC 8; HD 1; hp 5; MV 150 (50); #AT 1 javelin or spear; DAM 1d6; SA unruly;


SV F1; ML 7; AL CE; HC I; #ENC 6+2d6; XP 10.
Gor: AC 8; HD 2; hp 9; MV 150 (50); #AT 1 javelin or spear; DAM 1d6; SA unruly; SV
F2; ML 7; AL CE; HC I; #ENC 3+1d6; XP 20.
Bestigor: AC 7; HD 3; hp 14; MV 150 (50); #AT 1 axe (or flail or pick) or short bow;
DAM 1d6+1 or 1d6; SV F3; ML 8; AL CE; HC II; #ENC 1 (1d4); XP 50.
Wargor: AC 5; HD 5; hp 23; MV 120 (40); #AT 1 battle axe (or heavy flail or heavy pick)
or short bow; DAM 1d8+2 or 1d6; SV F5; ML 9; AL CE; HC II, III, IV; #ENC 1 (1d4); XP
200.
WARRIORS, CHAMPIONS & KNIGHTS
Only the strongest and most vicious northmen may become warriors, champions and
knights. These fanatical soldiers form the vanguard of the chaos horde, and their thirst for
blood and battle is unmatchedexcept perhaps by demons. The blessings the chaos gods
grant to these fearsome mortals command respect and awe from the lesser forces of
beastmen and marauders. In extraordinary circumstances, the greatest champions and
knights may even ascend to demonhood.
Combat: The fanatical warriors arm themselves with long, cruel swords, viciously barbed
light crossbows and plate mail armor. Champions wield dire great weapons and don plate
mail armor black as night. In battle, both warriors and champions gain +1 to hit and damage
with melee weapons, and there is a 50% chance that any group of warriors will possess
shields. Champions have a 50% chance to possess magic items.
The powerful knights sometimes bear ensorcelled plate mail armor and weaponry, and
decorate themselves with battle trophies hewn from their dying foes. Knights gain +2 to hit
and damage with melee weapons, in addition to any magical accouterments bestowed upon
them (50% chance to possess magic items). Knights always ride war steeds into battle.
Chaos Warrior: AC 3; HD 2+1; hp 10; MV 60 (20); #AT 1 long sword or light crossbow;
DAM 1d8+1 or 1d6; SV F2; ML 10; AL CE; HC II, III, IV; #ENC 4+2d4; XP 35.
Champion: AC 3; HD 4+2; hp 20; MV 60 (20); #AT 1 two-handed sword or light
crossbow; DAM 1d10+1 or 1d6; SV F4; ML 10; AL CE; HC VI; #ENC 1 (1d4); XP 140.
Knight: AC 3; HD 6+3; hp 30; MV 60 (20); #AT 1 two-handed sword (lance if mounted)
or light crossbow; DAM 1d10+2 (1d6+2, x2 if charge) or 1d6; SV F6; ML 11; AL CE; HC
VII; #ENC 1 (1d4); XP 380.
War Steed: AC 5; HD 3+2; hp 16; MV 120' (40'); #AT 2 hooves; DAM 1d6/1d6; SV F3;
ML 10; AL NE; HC none; #ENC 1 (with rider); XP 65.
MAGIC ITEMS FOR WARGORS, CHAMPIONS & KNIGHTS
The following tables detail magic items commonly possessed by wargor beastmen, chaos
champions and chaos knights. For brevity, the generic term champion is used hereafter
instead of wargor, champion and knight. Roll 1d10 to determine if the champion possesses
magic armaments, then roll on the other tables as indicated to generate specific magic items.
Magic armor is always the same type as a champions normal armor, with a +1 bonus to
AC.
If any of these items are recovered and used by non-evil characters, the dark sorceries
imbued within them will cause serious harm, if not death. As a rule of thumb, when any nonevil character touches or attempts to use a chaos magic item, he must succeed at a save vs
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spells or immediately lose one experience level (or hit die). Characters should not be messing
with dark chaos powers! In fact, finding the means to destroy chaos magic items could be an
engaging adventure unto itself
CHAOS MAGIC ITEMS TABLE I
Roll 1d10 Magic Items Possessed
1-5
None
6-7
Weapon, roll on Table II
8-9
Armor or shield, roll on Table III
10
Weapon and armor or shield, roll on Tables II and III
CHAOS MAGIC ITEMS TABLE II: WEAPONS
Roll 1d8 Magic Weapon
1
Berserker Weapon: The champion gains an extra attack with this melee
weapon each round.
2
Blood Weapon: Upon a successful hit, the victim of this weapon must make a
save vs death. Failure indicates the attacking champion gains 1d4 temporary
hit points. These hit points are lost first when the champion is damaged or
disappear after 1 turn (whichever comes first).
3
Hellfire Weapon: Upon a successful hit, this flaming weapon deals an extra
2d4 damage. If the victim makes a successful save vs spells, he reduces this
extra damage by half.
4
Poison Weapon: Upon a successful hit, this poisoned weapon deals an extra
2d4 damage. If the victim makes a successful save vs poison, he reduces this
extra damage by half.
5
Rending Weapon: All wounds inflicted by this weapon bleed for 1 extra
damage point per round until a cure spell is cast upon the victim.
6
Soul Cleaver Weapon: Upon a successful hit, the victim of this weapon must
make a successful save vs death or suffer double damage. Normal damage is
still inflicted on a successful save.
7
Summoning Weapon: Instead of making a normal melee attack, the champion
may dramatically brandish this weapon to immediately summon 2d4 demonic 1
HD monsters to fight for him (similar to the spell summon monster I). The
monsters are mutated, chaotic versions of normal monsters, but use their
standard game stats for combat. The monsters disappear after 2d6 rounds or
when slain.
8
Terror Weapon: Instead of making a normal melee attack, the champion may
dramatically brandish this weapon to cause fear (similar to the spell) in all
enemies within 20 feet of him. Foes within range must make a successful save
vs spells or flee in panic for 1d6 rounds. Those who succeed at the saving
throw are immune to the weapons fear effect for the rest of the day.
CHAOS MAGIC ITEMS TABLE III: ARMOR, BRACERS & CLOAKS
Roll 1d8 Magic Armor
1
Acid Armor: There is a 50% chance that any nonmagical weapon striking the
champion in this armor is immediately destroyed by its acidic secretions.
Magical weapons have a 10% chance of being destroyed or, at the referees
discretion, are entitled to a saving throw to resist the acid.
2
Armor of Damnation: A successful attack against the champion must be rerolled. The re-roll stands whether a hit or miss.
5

3
4

5
6
7
8

Armor of Tortured Souls: This armor provides the champion a +1 AC bonus


against all normal (non-magical) attacks.
Bane Shield: Standard shield AC bonus, plus when the champion is
successfully attacked, this shield allows him to make a retaliatory shield strike
attack against that specific foe for 1d6 damage (adjusted normally by Strength)
on his next turn in the combat round. If the champion disengages from melee
combat with the foe, he cannot make the free attack. Only one shield strike
attack can be gained in a round regardless of how many attacks successfully hit
the champion.
Chaos Runeshield: Standard shield AC bonus, plus on a successful hit against
the champion with a magic weapon that weapon is negated of all magic
properties for 1d6 rounds.
Spelleater Shield: Standard shield AC bonus, plus this shield grants the
champion a re-roll on any failed saving throw vs spells. The re-roll stands
whether successful or not.
Trollhide Armor: This armor allows the champion to regenerate 1d3 hit points
each round. Damage from fire or acid cannot be regenerated.
Wraithform Armor: This armor makes the champion appear incorporeal similar
to a wraith. While wearing this armor, the champion is unharmed by
nonmagical weapons and silver weapons deal only half-damage to him.

BRAY-SHAMANS
The chaos gods favor bray-shamans for they have granted them dark powers. It is said they
wander mystical realms as spirits, divining secrets of the past and omens of the future
through dream visions. Amongst the beastmen hordes, bray-shamans serve as priests and
leaders, and are greatly feared. Even the most volatile beastman would never risk the wrath
of the gods or other beastmen by striking a bray-shaman.
Combat: Bray-shamans wield spells in combat, inflicting suffering upon foes and conjuring
protections upon allies. Their favored melee weapon is a cruelly knotted rod called a
braystaff, and their thick hides and piecemeal armor protect them as studded leather armor.
Great bray-shamans also wield braystaffs, and their hide and piecemeal armor protects them
as scale mail armor. All bray-shamans have a 50% chance to possess magic items.
Bray-Shaman: AC 7; HD 3; hp 14; MV 150 (50); #AT 1 braystaff or sling; DAM 1d6 or
1d4; SA spells; SV C3; ML 8; AL CE; HC VI; #ENC 1 (1d4); XP 65. Spells: cause light
wounds, command, bless.
Great Bray-Shaman: AC 6; HD 5; hp 23; MV 120 (40); #AT 1 braystaff or sling; DAM
1d6 or 1d4; SA spells; SV C5; ML 9; AL CE; HC VII; #ENC 1 (1d4); XP 350. Spells: cause
fear, cause light wounds, command, bless, hold person, striking.
SORCERERS
Amongst the most feared of mortal chaos fanatics, sorcerers are gifted with power to
manipulate dark magics. Sorcerers unleash devastation upon all who oppose them, blasting
foes into cinders with fiery wrath or destroying minds with horrific psychic onslaughts. But
with this power comes corruption, for the chaos gods do not idly grant such blessings. In
time, sorcerers succumb to the mental and physical rigors of the evil arcane energies they
wield. Their minds collapse into vortices of insanity and their bodies twist into mockeries of
their former glory. Such is the toll for power exacted by the chaos gods.
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Combat: Chaos sorcerers harness spells in combat for they are weak fighters. When they
must engage in melee, sorcerers wield unwholesomely shaped black staves or wickedly
curved daggers. However, sorcerers are master tacticians and often lead warbands or armies
into battle. Because of their corrupted nature, chaos sorcerers use d6 for their hit dice.
Sorcerers and exalted sorcerers have a 50% chance to possess magic items.
Neophyte: AC 8; HD 3; hp 11; MV 120 (40); #AT 1 staff or dagger; DAM 1d6 or 1d4;
SA spells; SV MU3; ML 9; AL CE; HC II, III, IV; #ENC 1d8; XP 65. Spells: magic missile,
shield, scare.
Sorcerer: AC 8; HD 5; hp 18; MV 120 (40); #AT 1 staff or dagger; DAM 1d6 or 1d4; SA
spells; SV MU5; ML 10; AL CE; HC VI; #ENC 1 (1d4); XP 350. Spells: magic missile,
shield, scare, stinking cloud, fireball.
Exalted Sorcerer: AC 8; HD 7; hp 25; MV 120 (40); #AT 1 staff or dagger; DAM 1d6 or
1d4; SA spells; SV MU7; ML 11; AL CE; HC VII; #ENC 1 (1d4); XP 790. Spells: charm
person, magic missile, shield, scare, stinking cloud, dispel magic, fireball, fear.
PRIESTS
Chaos priests are northmen who have abandoned their former faiths and turned to the
chaos gods for spiritual strength and earthly power. Priests are feared leaders amongst the
mortal chaos followers, as well as military advisors and tacticians. Priests also serve as spies
and recruiters in the civilized lands, hatching insidious schemes or playing to the vanity of
nobles ripe for conquest, and luring new followers to the dark paths of the chaos gods. The
cost of their powers is high, however, and chaos priests eventually succumb to mental and
physical mutations like sorcerers.
Combat: Priests are the unholy warriors of the chaos gods. They also shape the very will of
the chaos gods into spells that inflict suffering and fear in their foes or bolster and rally their
allies. Acolytes are the weakest priests, wearing studded leathers and wielding maces and
slings. There is a 50% chance any group of acolytes will possess shields. Priests and exalted
priests favor maces or flails as weapons, and array themselves in dark scale and chain mail.
There is a 50% chance priests will have shields; exalted priests do not use shields for their
flails are heavy two-handed weapons. Priests and exalted priests have a 50% chance to
possess magic items.
Acolyte: AC 7; HD 1+1; hp 6; MV 120 (40); #AT 1 mace (or flail) or sling; DAM 1d6 or
1d4; SA spells; SV C1; ML 8; AL CE; HC II, III, IV; #ENC 1d8; XP 21. Spell: command.
Priest: AC 6; HD 3+2; hp 16; MV 90 (30); #AT 1 mace (or flail) or sling; DAM 1d6 or
1d4; SA spells; SV C3; ML 9; AL CE; HC VI; #ENC 1 (1d4); XP 100. Spells: cause light
wounds, command, bless.
Exalted Priest: AC 5; HD 5+3; hp 26; MV 90 (30); #AT 1 heavy flail; DAM 1d8; SA
spells; SV C5; ML 10; AL CE; HC VII; #ENC 1 (1d4); XP 460. Spells: cause fear, cause
light wounds, command, hold person, silence 15 radius, prayer.

MAGIC ITEMS FOR BRAY-SHAMANS, SORCERERS & PRIESTS


The following tables detail magic items commonly possessed by bray-shamans, sorcerers and
priests. For brevity, the generic term sorcerer is used hereafter instead of bray-shaman,
sorcerer and priest. Roll 1d10 to determine if the sorcerer possesses magic items, then roll
on the other tables as indicated to generate specific magic items.
If its not explicitly obvious, a miscellaneous magic item may be considered part of a
talisman, jewelry, holy symbol, staff or some other device worn or carried in-hand (referees
discretion) by the sorcerer. Magic armor is always the same type as a sorcerers normal
armor, with a +1 bonus to AC. Magic bracers will provide base AC 7 when worn. Cloaks
will provide a +1 bonus to AC and saving throws when worn.
CHAOS MAGIC ITEMS TABLE IV
Roll
Magic Items Possessed
1d10
1-5
None
6-7
Miscellaneous item, roll on Table V
8
Weapon, roll on Table VI
9
Armor, bracers or cloak, roll on Table VII
10
Two items, roll 1d6 for each: 1-2 miscellaneous, 3-4 weapon, 5-6 armor,
bracers or cloak
CHAOS MAGIC ITEMS TABLE V: MISCELLANEOUS ITEMS
Roll 1d8 Magic Weapon
1
Amulet of Chaos: At the start of its turn each round, any foe engaged in melee
combat with the sorcerer must make a save vs spells or suffer 1d6 damage
from the powerful aura of chaotic evil surrounding the sorcerer.
2
Beguiling Gemstone: At the start of its turn each round, any foe engaged in
melee combat with the sorcerer must make a save vs spells or suffer the effects
of a confusion spell for that round.
3
Book of Secrets: This corrupting tome permits the sorcerer to prepare two
levels worth of extra spells each day (i.e. two 1st-level or one 2nd-level spell).
However, when he casts any of these extra spells, there is a 50% chance the
sorcerer must make a save vs death or suffer 1d4 damage.
4
Collar of Chaos: The sorcerer gains +2 to all saving throws against magical
effects.
5
Crown of Conquest: This darkling crown enables the sorcerer to regenerate
1d3 hit points at the start of his turn after a combat round in which he has
been damaged by enemies.
6
Heart of Darkness: This heart-shaped, blood-red gemstone grants the sorcerer
use of the bless spell once per day.
7
Powerstone: This radiant purple crystal-like gemstone grants the sorcerer the
re-use of one spell each day. Roll 1d6 to determine the spell level: 1-3 = 1st
level, 4-5 = 2nd level, 6 = 3rd level.
8
Skull of Whispers: This skull floats around the sorcerers head when in use,
whispering words of power in his ears. The sorcerer gains +1 to each damage
die rolled for his spells. If a spell does not deal damage, the targets suffer -1 to
their saving throws against it instead. The effect lasts 1 turn and the sorcerer
may use the skull once per day.

CHAOS MAGIC ITEMS TABLE VI: WEAPONS


Roll 1d8 Magic Weapon
1
Blood Weapon: Upon a successful hit, the victim of this weapon must make a
save vs death. Failure indicates the attacking sorcerer gains 1d4 temporary hit
points. These hit points are lost first when the sorcerer is damaged or
disappear after 1 turn (whichever comes first).
2
Bonecrusher Weapon: When the sorcerer hits an enemy with this melee
weapon, damage dice are rolled twice and the higher of the two rolls is applied.
3
Chaos Runeweapon: When wielding this weapon, the sorcerer gains +1 to hit
and damage, as well as an extra attack every second combat round.
4
Rod of Corruption: With this rod, the sorcerer targets one enemy he can see
within 60 feet. The target must save vs spells or suffer 2d4+1 damage as
corrupting energy courses through him (half-damage on a successful save). At
the start of each of the targets subsequent turns, he must make a save vs spells
or suffer an additional 2d4+1 damage. Two successful saving throws in a row
ends the rods corrupting effect upon the target.
5
Scepter of Domination: When wielding this staff, the sorcerer gains +1 to hit
and damage. In addition, once per day, the sorcerer may cast charm person.
6
Staff of Change: When wielding this staff, the sorcerer gains +1 to hit and
damage. In addition, all saving throws against spells cast by the sorcerer suffer
a -1 penalty.
7
Summoning Weapon: Instead of making a normal melee attack, the sorcerer
may dramatically brandish this weapon to immediately summon 2d4 demonic 1
HD monsters to fight for him (similar to the spell summon monster I). The
monsters are mutated, chaotic versions of normal monsters, but use their
standard game stats for combat. The monsters disappear after 2d6 rounds or
when slain.
8
Terror Weapon: Instead of making a normal melee attack, the sorcerer may
dramatically brandish this weapon to cause fear (similar to the spell) in all
enemies within 20 feet of him. Foes within range must make a successful save
vs spells or flee in panic for 1d6 rounds. Those who succeed at the saving
throw are immune to the weapons fear effect for the rest of the day.
CHAOS MAGIC ITEMS TABLE VII: ARMOR & SHIELDS
Roll 1d8 Magic Armor
1
Armor or Bracers of Crimson Flame: Any foe attempting to make a melee
attack against the sorcerer must make a save vs spells. If failed, the enemy
loses his attack as he recoils in horror at an imaginary conflagration bursting
from the sorcerer. If successful on his saving throw, the enemy may attack the
sorcerer normally. Once a successful saving throw is made, that enemy is
immune to the imaginary flame effect for the remainder of the day.
2
Armor or Bracers of Damnation: A successful attack against the sorcerer must
be re-rolled. The re-roll stands whether a hit or miss.
3
Armor or Bracers of Tortured Souls: This armor provides the sorcerer an
additional +1 AC bonus against all normal (non-magical) attacks.
4
Armor or Bracers of the Void: If the sorcerer makes a successful saving throw
against a spell cast against him, the enemy who cast that spell must make a
save vs spells. If the enemy caster fails this save, the spell he just cast is
permanently lost to him as dark chaotic forces summoned from beyond the
Void invade and wipe his mind of magical power. When the caster next looks
in his spellbook (or prays for his spells if he is a cleric or druid), he cannot
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recognize the writings for the lost spell (or cannot properly demonstrate his
faith). At the referees discretion, the spell lost is not permanent and the caster
is simply temporarily confused by the writing in his spellbook (or his prayers)
and cannot prepare it for 2d6 weeks. Alternatively, the spell may be re-learned
if the caster comes across another version or has some divine inspiration.
Armor or Cloak of Shadows: The sorcerer is engulfed in shadow and
surrounded by 1d4 shadowy duplicates, making it difficult to tell his exact
position. This effect functions exactly as the spell mirror image and is usable
once per day.
Chaos Runecloak: On a successful hit against the sorcerer with a magic
weapon that weapon is negated of all magic properties for 1d6 rounds.
Spelleater Cloak: This cloak grants the sorcerer a re-roll on any failed saving
throw vs spells. The re-roll stands whether successful or not.
Wraithform Armor or Cloak: This armor makes the sorcerer appear
incorporeal similar to a wraith. While wearing this armor, the sorcerer is
unharmed by nonmagical weapons and silver weapons deal only half-damage
to him.

CHAOS BEASTS
CHAOS WARHOUNDS
Warhounds are savage, wolf-like beasts with a thirst for blood and taste for flesh. These cruel
canines possess distended, fanged maws, horns or tusks, spiked spines, flail-like tails and
other similar deformities.
Combat: A chaos warhound strikes once with its bite, gore, or tail attack.
Warhound: AC 7; HD 1+1; hp 6; MV 180' (60'); #AT 1 bite or gore or tail; DAM 1d6; SV
F1; ML 8; AL CE; HC none; #ENC 2d6; XP 15.
CHAOS SPAWN
Chaos spawn are misshapen creatures of pure hatred, vileness and savagery. Mutated far
beyond their once-human form, chaos spawn have amorphous bloated bodies, sprout
random tentacles and limbs, and drip with unnatural slimes and ichors.
Combat: Randomly determine a chaos spawns maximum movement allowance each round.
Because its limbs and tentacles grow and disappear constantly, a chaos spawn makes 1d6+1
attacks each round. As virtually mindless creatures, chaos spawn ignore morale checks and
are immune to all mind-affecting spells and magical effects.
Spawn: AC 4; HD 6+2*; hp 29; MV 2d6 x 10' (7 to 40'); #AT 1d6+1 tentacles or clawed
limbs; DAM 1d6 each; SD immunity to mind-affecting magic; SV F6; ML 12; AL CE; HC
none; #ENC 1 (1d4); XP 680.
CHAOS MINOTAURS
Chaos minotaurs are ferocious bull-headed warriors with a taste for humanoid flesh.
Combat: A chaos minotaur typically attacks with its vicious bite and gore, but there is a 50%
chance it wields a battle axe instead, gaining +2 to damage. A chaos minotaur suffers from
bloodgreed. When it slays an enemy, there is a 1-in-3 chance the minotaur will ignore other
foes and feast upon the corpse. A minotaur consumes a man-sized corpse in 1d3 rounds.
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Once a corpse is consumed, the minotaur resumes fighting with a temporary 1d6 increase
to its hit points (cannot increase above max hit points).
Minotaur: AC 6; HD 6+2*; hp 29; MV 120' (40'); #AT 2 bite/gore or 1 battle axe; DAM
1d6/1d6 or 1d8+2; SA bloodgreed; SV F6; ML 12; AL CE; HC VI; #ENC 1 (1d4); XP
680.
CHAOS DOOMBULLS
Doombulls are the most powerful and intelligent of chaos minotaurs.
Combat: A chaos doombull usually makes bite and gore attacks, but there is a 50% chance it
wields a battle axe instead, gaining +3 to damage. Like a minotaur, a doombull suffers from
bloodgreed. When it slays an enemy, there is a 1-in-3 chance the doombull will ignore other
foes and feast upon the corpse. A doombull consumes a man-sized corpse in 1d2 rounds.
Once a corpse is consumed, the doombull resumes fighting with a 1d6 increase to its hit
points (cannot increase above max hit points).
Doombull: AC 6; HD 8+2*; hp 38; MV 120' (40'); #AT 2 bite/gore or 1 battle axe; DAM
1d6+1/1d6+1 or 1d8+3; SA bloodgreed; SV F8; ML 12; AL CE; HC VI; #ENC 1 (1d4);
XP 1,220.
CHAOS CENTIGORS
Chaos centigors are drunken, bloodthirsty crossbreeds of horses or oxen and chaos
beastmen.
Combat: In battle, a centigor batters its enemies with hoof attacks, or it wields a hand axe
and shield or a battle axe (50% chance of either, +1 to AC if a shield is used). A centigor is
usually massively drunk and often flies into a rage when injured in a fight. The combat round
after a centigor is wounded, there is a 50% chance it flies into a drunken frenzy, gaining +2
to hit and damage until it is killed (or is victorious), but also suffering a -2 penalty to armor
class. A centigor moves through thick vegetation as a druid.
Centigor: AC 5; HD 4+2*; hp 20; MV 180' (60'); #AT 2 hooves or 1 weapon; DAM
1d6/1d6 or weapon; SA drunken frenzy; SV F4; ML 8; AL CE; HC II, III, IV; #ENC 1
(1d6); XP 215.
CHAOS OGRES
Chaos ogres are notoriously violent and difficult to control.
Combat: A chaos ogre is a rather stupid creature, but it does possess natural battle cunning.
Typically, a chaos ogre fights with a massive spiked club with a +2 damage bonus.
Ogre: AC 5; HD 5+2; hp 25; MV 90' (30'); #AT 1 great club; DAM 1d10+2; SV F5; ML
10; AL CE; HC VI; #ENC 1 (1d6); XP 260.
CHAOS TROLLS
Chaos trolls are amongst the most malformed and twisted chaos creatures.
Combat: A chaos troll attacks with its vicious claws and bite with a +1 damage bonus to
each. Like its monstrous cousins, 3 rounds after it is first damaged, a chaos troll begins to
regenerate 3 hit points per round; fire and acid damage is not regenerated. Instead of its
claws and bite attacks, a chaos troll may spew noxious vomit upon enemies in a cone 30
feet long and 15 wide. Those who fail to save vs breath weapon suffer 2d6 damage and a -1
penalty to attacks and saves until they wash themselves of the putrid bile.
11

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

12

LESSER CHAOS DEMONS


COMMON DEMONIC TRAITS & ABILITIES
Lesser demons of chaos have certain special abilities in common, described below.
Infravision: Lesser chaos demons possess infravision to 60, 90 or 120 feet.
Damage Resistance: Depending on type, lesser chaos demons take half-damage from cold,
electrical, fire, gas or poison attacks.
Frenzy: Depending on type, lesser chaos demons fly into a battle frenzy after slaying an
enemy, gaining +1 to hit and damage until they are slain or all enemies have perished. The
bonus is gained only once, despite multiple kills.
Immunities: Lesser chaos demons are immune to charm and sleep spells (and similar magical
effects). In addition, they gain +2 to saving throws to resist attempts at mental control or
domination (such as command, confusion, hypnotism and suggestion spells, to name a few).
Instability: Lesser chaos demons are especially volatile beings and their grip on the prime
material plane is tenuous unless bound or summoned by powerful magic. Whenever a
demon fails a morale check in combat, there is a 90% chance it loses its grasp on the
material plane and disappears back to the chaos void. Subtract 10% from the base 90%
chance for each HD possessed by the demon. For example, a 4HD demon has a 50%
chance to disappear when it fails a morale check. There will always be a 10% chance for a
demon to disappear regardless of its hit dice.
DEMON STEEDS
Demon steeds are ridden by demons or powerful chaos champions and knights. They may
be any beast typewar horses, bears, lizards, etc.but regardless of their original nature,
demonic steeds are hideously malformed and cruelly armed with sharp horns, spikes and
armor plates.
Combat: A demon steed may breathe noxious gas (or fire, lightning, cold, etc.) instead of
using its hooves to attack. A steeds breath is linear, 15 feet long and 5 feet wide. All
creatures in the area must save vs breath attack or suffer 3d4 damage (half-damage on a
successful save). Demon steeds possess infravision to 90 feet, and take half-damage from
cold, fire and electrical attacks. They also possess standard chaos demon immunities and
instability.
Demon Steed: AC 5; HD 4+4***; hp 22; MV 120' (40'); #AT 2 hooves or 1 breath; DAM
1d6/1d6 or 3d4; SA noxious breath; SD damage resistance, immunities; SV F4; ML 10; AL
CE; HC none; #ENC 1 (with rider); XP 365.
FURIES
Weakest of all chaos demons, the leathery-winged furies resemble emaciated vultures with
long beaks full of razor-sharp fangs.
Combat: Furies typically attack in small packs, targeting isolated foes and spellcasters. Furies
take half-damage from gas and poison attacks. They also possess infravision to 120 feet,
and standard chaos demon immunities and instability.
Fury: AC 7; HD 1**; hp 5; MV 30 (10), fly 180' (60'); #AT 1 beak or talons; DAM 1d4;
SD damage resistance, immunities; SV F1; ML 7; AL CE; HC none; #ENC 3d6; XP 16.
13

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

Nurgling Swarm: AC 7; HD 2**; hp 9; MV 120' (40'); #AT 1 swarm 10 x 10 area; DAM


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

15

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

GREATER CHAOS DEMONS, EXALTED DEMONS


& DEMON PRINCES
COMMON DEMONIC TRAITS & ABILITIES
Greater demons, exalted demons and demon princes of chaos have certain special abilities
in common, described below.
Infravision: Greater chaos demons possess infravision to 120 feet.
Damage Resistance: Depending on type, greater chaos demons take half-damage from cold,
electrical, fire, gas or poison attacks.
Immunities: Greater chaos demons are immune to charm and sleep spells (and similar
magical effects). In addition, they gain +4 to saving throws to resist attempts at mental
control or domination (such as command, confusion, hypnotism and suggestion spells, to
name a few).
Instability: Greater chaos demons are especially volatile beings and their grip on the prime
material plane is tenuous unless bound or summoned by powerful magic. Whenever a
greater chaos demon fails a morale check in combat, there is a 10% chance it loses its grasp
on the material plane and disappears back to the chaos void.
EXALTED DEMONS
Exalted demons are humanoid servants of chaos who have been possessed by demonic
spirits. They were chaos champions, knights, sorcerers or priests before the dark gods
blessed them with greater power. They may appear in almost any physical form, but all are
at least 8 feet tall and bear large wings as well as mutations and deformities befitting their
demonic status. While not as powerful as greater demons or demon princes, exalted demons
are deadly adversaries for they still retain some semblance of their former mortal selves.
Exalted demons are considered either demon warriors or demon spellcasters.
Combat: An exalted demon warrior is armed with a magical weapon or armor (equal chance
of either) and makes 2 attacks per round with +2 to hit and damage. Roll on Chaos Magic
Items Table II or III, as appropriate, to determine the item.
An exalted demon spellcaster is armed similarly, but makes only 1 attack. Roll on Chaos
Magic Items Table V, VI or VII (equal chance of each), as appropriate, to determine the
item. An exalted demon spellcaster may use the following spell-like abilities at will: detect
magic, dispel magic, fear, magic missile, pyrotechnics and read magic.
16

All exalted demons have infravision to 120 feet and take half-damage from cold, fire and
electrical attacks. They also possess standard chaos demon immunities and instability.
Exalted Demon (Warrior): AC 0; HD 7+3**; hp 35; MV 120 (40), fly 180 (60); #AT 2
great sword; DAM 1d10+2/1d10+2 and special (if magic weapon); SD damage resistance,
immunities; SV F7; ML 10; AL CE; HC XXI; #ENC 1 (1d3); XP 1,300.
Exalted Demon (Spellcaster): AC 2; HD 7***; hp 32; MV 120 (40), fly 180 (60); #AT 1
weapon; DAM as weapon and special (if magic weapon) or special; SA spell-like abilities; SD
damage resistance, immunities; SV F7; ML 10; AL CE; HC XXI; #ENC 1 (1d3); XP 1,490.
BLOODTHIRSTERS
Chaos bloodthirsters are 12-foot tall, goat-legged and winged demons with minotaur-like
horns and great maws full of fangs.
Combat: A bloodthirster attacks with a great battle axe and barbed whip, gaining +2 to hit
and damage with each. A bloodthirster has the following spell-like abilities usable at will:
detect invisibility, detect magic, dispel magic, fear and telekinesis (400 pounds). A
bloodthirster can only be hit by weapons of +1 or greater enchantment, and it takes halfdamage from cold, electrical and fire attacks. It also has infravision to 120 feet and standard
chaos demon immunities and instability.
Bloodthirster: AC -4; HD 10+6***; hp 51; MV 120 (40), fly 180 (60); #AT 2 battle axe
and whip or 1 spell; DAM 2d6+2/1d8+2 or special; SA spell-like abilities; SD damage
resistance, immunities; SV F10; ML 11; AL CE; HC XXII; #ENC 1 (1d3); XP 3,100.
KEEPERS OF SECRETS
Chaos keepers of secrets stand 10 feet tall. They are goat-legged, multi-armed female
demons with seductive figures, slender horns and tendril-like manes, and long slick tongues.
Combat: A keeper of secrets makes an attack with each of its 4 arms, wielding a long
sword, a razor-sharp claw and 2 scythe-like talons. It may use the following spell-like abilities
at will: charm person, confusion, dispel magic, fear, know alignment, suggestion and true
seeing. A keeper of secrets can only be hit by weapons of +1 or greater enchantment, and it
takes half-damage from cold, electrical and fire attacks. A keeper of secrets also has
infravision to 120 feet and standard chaos demon immunities and instability.
Keeper of Secrets: AC -2; HD 9+2***; hp 43; MV 120 (40); #AT 4 (long sword, claw, 2
talons) or 1 spell; DAM 1d8/1d4/1d6/1d6 or special; SA spell-like abilities; SD damage
resistance, immunities; SV F9; ML 11; AL CE; HC XXII; #ENC 1 (1d3); XP 3,100.
GREAT UNCLEAN ONES
Chaos great unclean ones are fat and bloated humanoid demons covered with boils, oozing
pustules, filth and bloody sores. They stand about 10 feet tall and are just as wide.
Combat: A great unclean one attacks once with either a great plague sword or heavy plague
flail. When an enemy is damaged by the plague weapon, it must also save vs spells or suffer
the effects of a cause disease spell. A great unclean one may use the following spell-like
abilities at will: cause serious wounds, dispel magic, fear and stinking cloud. A great unclean
one can only be hit by weapons of +1 or greater enchantment, and it takes half-damage
from gas and poison attacks. A great unclean one also has infravision to 120 feet and
standard chaos demon immunities and instability.
17

Great Unclean One: AC 0; HD 12+6***; hp 60; MV 90 (30); #AT 1 great plague sword
or flail or 1 spell; DAM 2d6 + special or special; SA spell-like abilities; SD damage
resistance, immunities; SV F12; ML 11; AL CE; HC XXII; #ENC 1 (1d3); XP 3,600.
LORDS OF CHANGE
Chaos lords of change are 10-foot tall carrion bird-like demons with feathered wings, great
fang-filled beaks and razor-sharp claws.
Combat: A lord of change attacks with its claws or it sometimes will carry a great bladed
staff (treat as pole arm). It may use the following spell-like abilities at will: confusion, detect

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

18

CHAOS MUTATIONS
The mortal servants of chaos who most fervently exemplify the carnage and bloodthirst of
their dark gods are granted boons of physical mutation. Use the following tables to
determine any mutations possessed by mortal chaos followers.
CHAOS MUTATIONS TABLE I: MORTAL MUTATIONS
Chaos Mortal
% Chance of Mutation
Number of Mutations
Marauder
10%
1
Marauder Chieftain
25%
1
Ungor*
10%
1
Gor*
10%
1
Bestigor*
25%
1
Wargor*
50%
1
Warrior
25%
1
Champion
50%
1
Knight
90%
1d2
Bray-Shaman*
25%
1
Great Bray-Shaman*
50%
1
Neophyte
25%
1
Sorcerer
50%
1d2
Exalted Sorcerer
90%
1d3
Acolyte
25%
1
Priest
50%
1
Exalted Priest
90%
1d2
*Beastmen are, by their very nature, already warped by the powers of chaos, so further
mutations are entirely optional.
The mutations detailed below are mostly flavorful, but many provide attributes in the form of
statistical benefits or penalties to those who possess them. This table could also be used to
randomly determine mutations in chaos henchmen or non-combatants, as well as for adding
color to NPC descriptions in any town corrupted by chaos scenario.

19

CHAOS MUTATIONS TABLE II: MUTATIONS & ATTRIBUTES


Mutation
Attribute
Mutation

Attribute

Acid
Excretion

Touch causes 1d4


acid damage

51

Long Neck

Extra eye in
head/limb/body/etc.
+1 DEX

52

Long Nose

Additional
Eye
Agility

53

Long Spines

Albino

Suffers albinism

54

Mace Tail

Alcoholism

55

Magic Resistant

Atrophy

56

Mane of Hair

Mane like a lion

Beaked

57

Manic Fighter

+2 to morale

Bestial Face

Constantly drunk,
acts as confusion
spell
Withered limb, -2
STR or DEX
Bite causes 1d4
damage
Face like a beast

58

Mindless

Big Ears

59

Moronic

10

Birds Feet

60

Multiple Arms

11

Blood Rage

61

Multiple Heads

12

62

One Eye

63

Dont even go there

64

Overgrown Body
Part
Pin Head

Proverbial bug eyes

65

Pointed Head

Has hooves instead


of feet
-2 to morale

66

Poisonous Bite

17

Blood
Substitution
Breathes
Fire
Brightly
Patterned
Skin
Bulging
Eyes
Cloven
Hooves
Cowardice

+1 to checks to hear
noise
Claw causes 1d4
damage
+1 to damage after
kill, not cumulative
Weird blood causes
1d4 damage
5 breath attack
causes 1d4 damage
Bizarre skin colors
and patterns

2-in-6 chance to stare


blankly each round
2-in-6 chance to act
stupidly each round
May make extra attack
or carry a shield
Argumentative, acts as
confusion spell
-2 to ranged attacks

67

Powerful Legs

18

Crest

68

Prehensile Tail

19

Crossbreed

69

Puny

20

70

Quadruped/Biped

71
72

Razor-sharp
Claws
Rearranged Face
Regeneration

74

Resilient

25

Extra Joints

Attracts or scares
wandering monsters
Unnerves single
foe/round, +1 to AC
+1 DEX

73

24

Crystalline
Body
Elastic
Limbs
Enormously
Fat
Enormous
Noise
Evil Eye

Has plumage or skin


crest around head
Obvious mixed race
origin
AC 0 but any
damage destroys
Melee attacks up to
10
-3 DEX

I am Beldar! We are
from France!
Poisoned bite attack
(class 16 poison)
Double jump distances,
+10 to combat move
May make extra melee
attack or carry a shield
-3 STR

75

Rotting Flesh

13
14
15
16

21
22
23

20

Can look around


corners or over
obstacles
Enhanced sense of
smell
Can make ranged dart
attack each round
Can make melee mace
attack with tail
+2 to all saves vs
magical effects

-1 to INT

+10/-10 to combat
move rate
Claw causes 1d4
damage
Facial features all mixed
up
Roll d6 per round: on a
5-6, gain 1d3 hit points
+1 to CON
Horrid stench, skin
constantly flakes off

26
27

Extremely
Thin
Eyestalks

28

Fangs

29

Fast

30

Fear of
Blood
Feathered
Hide
Featureless
Face
Fits

31
32
33
34
35

Flaming
Skull Face
Furry

36

Growth

37

Headless

38

Hopper

39

Horns

40
41

Horrible
Stench
Huge Head

42

Hunchback

43

Hypnotic
Gaze
Illusion of
Normality
Iron Hard
Skin
Irrational
Fear

44
45
46
47
48

Irrational
Hatred
Levitation

49

Limb Loss

50

Long Legs

-1 CON

76

Scaly Skin

+1 to AC

Movable eyestalks, -1
to be surprised
Bite causes 1d4
damage
+10 to combat
move rate
Save vs petrify at
sight of blood or faint
Avian plumage all
over skin or hide
No features, but
senses unaffected
2-in-6 chance for
seizure each round
Effect as cause fear
spell
Covered in hair or
fur
Effect as enlarge
spell
Effect as blindness
spell
Halve movement rate

77

Scorpion Tail

78

Short Legs

79

Shrink

Poisoned tail attack


(class 16 poison)
-5 to combat move
rate
Effect as reduce spell

80

Silly Voice

81

Silly Walk

82

Skull Face

83

Snake Tail

84

Spits Acid

85

Strong

86

Suckers

87

Tail

88

Telekinesis

Horn causes 1d4


damage
Effect as stinking
cloud spell within 10
Very large and
bulbous head
Proverbial
hunchback
Effect as hypnotism
spell
Looks normal until
combat ensues
Half-damage from
nonmagical attacks
2-in-6 chance to
suffer fear each
round
Will always attack
hated creature type
Effect as levitate spell

89

Tentacles

90

Transparent Skin

91

94

Uncanny
Resemblance
Uncontrollable
Flatulence
Vividly Colored
Skin
Walking Head

95

Warty Skin

Covered in nasty warts

96

Weapon Master

+1 to hit and damage


with weapon

97

Wings

Effect as fly spell

98

Animal-like feature

Cant use 2-hand


weapons, or halve
move
+5 to combat move
rate

99

Zoological
Mutation
Invent Your Own

00

Roll Twice

92
93

21

Hi, my name is Mickey


Mouse!
Walks silly but no
government grant
Effect as cause fear
spell
Snake-like tail has rattle
Spit (10 range) causes
1d4 acid damage
+1 to STR
Effect as spider climb
spell
Animal-like tail
Effect as telekinesis
spell
Tentacles instead of
arms
Effect as cause fear
spell
Resembles famous
person
What crawled up your
butt and died, dude!
Bizarre skin coloration
No torso, -3 CON

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