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Unique Individuals

All Galchutt have energy resistance 20.They are immune to fear,stun,and daze effects.Their only weakness is force effects,which inflict 50 percent more damage than normal against them.(They cannot bear the pure order ofraw,magical force.)

Upgrading the Galchutt: DMs running campaigns with characters higher than 20th level can give the high-ranking Galchutt the abilities and powers ofminor gods or demigods,ifdesired.

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Some Galchutt are unique individuals,like those described here:Shallamoth Kindred and Bhor Kei.Other members ofthe Galchutt seem to be ofa similar type or race,such as the vreeth and the shaadom (discussed in the next section).In general,the unique individuals are more powerful than the others.Only two individuals are listed here,but there are more,with names like Abhoth (the source of uncleanness),Baalhazor (the crafter ofdestruction), Kihomenethoth (the writhing one),Nyogtha (the thing that should not be),Slaachma’jur (the one who is many, the touch ofmutation),and Sothoth (the key and the gate).

Shallamoth Kindred

Large Outsider (Chaotic,Evil) Hit Dice: 30d8 + 300 (435 hp) Initiative: +15 Speed: 80 feet Armor Class: 51 (–1 size,+11 Dexterity +6 insight, +20 natural,+5 deflection),touch 31,flat-footed 40 Base Attack/Grapple: +30/+41 Attack: Slam +40 melee (1d10+10) Full Attack: 2 slams +40 melee (1d10+10) Space/Reach: 10 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet) Special Attacks: Disruptive aura,horrid presence,dire contact,energy drain,spell-like abilities Special Qualities: Spell resistance 35,damage reduction 20/law and epic (20/+7),Galchutt qualities Saves: Fortitude +27,Reflex +28,Will +26 Abilities: Str 30,Dex 32,Con 31,Int 31,Wis 22,Cha 29 Skills: Bluff+42,Chaos Surgery† +38,Concentration +44,

Craft (alchemy) +41,Craft (chaositech)† +38,Escape

Artist +30,Forgery +24,Hide +44,Intimidate +43,

Knowledge (arcana) +40,Knowledge (planes) +44,

Knowledge (religion) +39,Listen +42,Move Silently +44,

Search +44,Sense Motive +40,Spellcraft +44,Spot +42,

Survival +40

Chapter Six: Masters of Chaos 91 Feats: Alertness,Cleave,Combat Reflexes,Empower Spell-

Like Ability (chaos hammer),Improved Initiative,Iron

Will,Power Attack,Quicken Spell-Like Ability (chaos hammer),Quicken Spell-Like Ability (feeblemind),

Quicken Spell-Like Ability (greater dispelling),Quicken

Spell-Like Ability (teleport)

Environment: Any Organization: Unique Challenge Rating: 25 Treasure: Double standard Alignment: Chaotic evil

Perhaps the greatest ofthe Galchutt,or perhaps only the most visible,is the entity known as Shallamoth Kindred.If any ofthe individual Natharl’nacna are ever mentioned,it is usually this one,the dweller in darkness.

Shallamoth Kindred is the act ofmutilation and destruction given life.It is rending,slicing,tearing,and bursting personified.No origin story or myth sheds any light on how Shallamoth Kindred came to be or where it came from.One theory suggests that it was birthed in the destruction ofsome other universe,thus it seeks to destroy this one to reproduce.Yet this notion is simply speculation on the part ofscholars who would rather not dwell on it in the first place.

No one understands enough about the Galchutt to know ifthey have a hierarchy,but ifthey do,Shallamoth Kindred may very well be the leader.Ancient texts tell ofit “leading the Natharl’nacna host into the heart ofcreation,there to deliver all into oblivion.” No other Galchutt has ever been known to disobey it.

Shallamoth Kindred never displays emotion,as ifthe very idea were beneath it.It never grows angry,and it never shows fear.Likewise,it does not gloat or rejoice when successful.Its emotionlessness makes the creature impossible to manipulate or even reason with.It never engages in banter or idle conversation.

Possessed oftwo forms,Shallamoth Kindred is as likely to take one as the other (the appearance chosen has no effect on its game statistics).The simpler ofthe two forms is that ofa tall,lithe humanoid with indistinct features.This entire form is black like the deepest part ofa bottomless pit,with the exception ofits dagger-shaped eyes,colored the yellowbrown ofdiseased teeth.

The second form that Shallamoth Kindred may take is that ofa squirming mass ofropy tendrils surrounding a bulbous,obese,pox-covered,decaying body with a vaguely humanoid shape.Useless vestigial wings like those ofa bat hang limply behind it.

In either ofits forms,Shallamoth Kindred moves with blinding speed and agility.It is literally there one minute and not there the next.

Rumors tell ofa fortress buried deep below the earth, called the Citadel Without Light,which serves as a palace for Shallamoth Kindred.These same tales speak ofan inner sanctum within the citadel that can provide instantaneous transport to anywhere in the multiverse in the blink ofan eye.The palace is said to be built ofmirrors,although the mirrors themselves do not always reflect the same thing. Sometimes they reflect less than can be seen,sometimes more,and sometimes entirely different things.Certain doors and whole sections ofthe strange palace can be seen and entered only when looking in a mirror.Ifthis place does exist,Shallamoth Kindred may maintain more such palaces on other planes. Shallamoth Kindred does not possess the physical power ofa deity or even that ofmany extremely powerful demons or archangels.However,to underestimate him based on that fact is sheer folly.

Combat

Shallamoth Kindred finds personal combat absurd.Ifit needs to attack a foe,it does so through intermediaries,some kind oftrap,or a long-distance attack.It normally flees when threatened, teleporting away and (usually) sending servants and slaves at the assailant until he or she is dead.It would no sooner stay to fight an assailant than it would surrender. Ifsomehow confronted in such a way that it cannot flee and must fight, it does so defensively.It fights with rapid strikes from its arms,which drain energy from anyone it touches.Unlike the draining effects ofan undead,the life energy drained is not absorbed,it is destroyed.In the same round as it makes its attacks,it uses its quickened,heightened chaos hammer. Usually only after it exhausts its three uses ofthat ability does it switch to using quickened feeblemind or greater dispelling each round.Early in the combat it does not hesitate to use its implosion or storm ofvengeance powers rather than attacking physically in a round.

Disruptive Aura (Su): Within 50 feet,Shallamoth Kindred’s very existence interferes with the organic matter ofliving,non-outsiders,inflicting 3d6 points ofdamage per round.A successful Fortitude saving throw (DC 35) reduces this damage by half.The save Difficulty Class is Constitution based.

Horrid Presence (Su): Those standing within 30 feet of Shallamoth Kindred must make a Will saving throw (DC 34) or be held motionless in fear.A victim can attempt a new saving throw each round.The effect lasts until the victim makes a successful save or is no longer within 30 feet ofShallamoth Kindred.The save Difficulty Class is Charisma based.

Chaotic Field (Su): Within 30 feet ofShallamoth Kindred,the laws ofreality begin to break down.Attacks made by non-Galchutt in the area have a 25 percent miss chance,regardless ofthe target.Spells cast by non-Galchutt in the area have a 25 percent spell failure chance,regardless oftheir nature or whether they are arcane or divine.Other special abilities,like psionics,face similar failure chances. The field also grants Shallamoth Kindred a +5 deflection bonus to Armor Class.Chaositech and mutations go unaffected by the chaotic field.

Dire Contact (Su): IfShallamoth Kindred speaks telepathically with a non-Galchutt (a free action,usable once per round,to any character or characters in range),that creature must make a Will saving throw (DC 34) or become shaken for 10 rounds.A shaken character suffers a –2 penalty on attack rolls,saving throws,skill checks,and ability checks. Once a creature attempts a saving throw,successful or not, he or she need not make it again to oppose this effect for 24 hours.

Should a creature attempt to speak to Shallamoth Kindred telepathically,or try to read its mind,the creature must make a Will saving throw (DC 34) or go permanently insane— normally becoming catatonic,as though feebleminded, but sometimes becoming homicidal.The creature must make the save again with each telepathic attempt.The save Difficulty Class is Charisma based.

Energy Drain (Su): Shallamoth Kindred’s touch bestows five negative levels.Throwing offthe negative levels requires a Fortitude save (DC 34).The save Difficulty Class is Charisma based.

Spell-Like Abilities: At will—animate dead, animate objects, blasphemy, chaos hammer, chaotic possession†, cloak of chaos, create greater undead, create undead, deeper darkness, desecrate, detect chaositech†, detect good, detect law, detect mutation† detect thoughts, dispel law, dominate monster, etherealness, fear, feeblemind, fly, greater chaositech enslavement†, greater dispelling, greater teleport, magic circle against law, mark ofchaos†, read magic, shatter, siphon†, telekinesis, teleport, tongues (self only), unhallow, and word ofchaos; 1/day—advent ofchange†, implosion, shape change, storm ofvengeance, symbol ofdeath, symbol ofinsanity, and time stop. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).

Bhor Kei

Huge Outsider (Chaotic,Evil) Hit Dice: 25d8 + 325 (437 hp) Initiative: +7 Speed:40 feet Armor Class: 39 (–2 size,+3 Dexterity,+25 natural, +3 deflection),touch 31,flat-footed 40 Base Attack/Grapple: +25/+41 Attack: Claw +37 melee (3d6+14) Full Attack: 4 Claws +37 melee (3d6+14) Space/Reach: 10 feet/15 feet (Face/Reach 10 feet by 10 feet/15 feet) Special Attacks: Disruptive aura,fear aura,chaotic nature, dire contact,rend,spell-like abilities Special Qualities: Spell resistance 30,damage reduction 20/law (20/+5),fast healing 10,Galchutt qualities Saves: Fortitude +27,Reflex +17,Will +16 Abilities: Str 38,Dex 16,Con 36,Int 8,Wis 9,Cha 19 Skills: Climb +35,Concentration +23,Intimidate +25,Jump +35, Knowledge (arcana) +14,Knowledge (planes) +11,

Listen +21,Sense Motive +9,Spot +21,Survival +16 Feats: Cleave,Combat Reflexes,Empower Spell-Like Ability (chaos hammer),Great Cleave,Improved Initiative,Iron

Will,Power Attack,Quicken Spell-Like Ability (chaos hammer),Quicken Spell-Like Ability (feeblemind)

Environment: Any Organization: Unique Challenge Rating: 21 Treasure: Double standard Alignment: Chaotic evil

Bhor Kei,known also as the Eye ofthe Legion,is an entity ofpower and rage.It is,in many ways,the opposite of Shallamoth Kindred,for Bhor Kei is guided only by emotion and instinct.It is not calculating or premeditative.It lives in the moment,and it lives for destruction.IfShallamoth Kindred is a razor,impossibly sharp,Bhor Kei is a sledgehammer,tirelessly destructive.

This creature moves about the multiverse rending and killing with a scream ofdire pleasure.Some ancient texts call Bhor Kei the “laughing destroyer,” only because it revels in its endless pursuit ofannihilation.It works alone,although some believe it actually represents the destructive thoughts ofa multitude ofbeings.Others think that every living thing that Bhor Kei destroys is doomed forever to follow in its ethereal wake:ghosts bound in spirit to its material form for all eternity.From them,it draws its endless reserves of strength and power.

Bhor Kei maintains a humanoid form,its flesh shimmering like polished steel.It has four massive arms,each ending with huge, terrible claws like serrated cleavers.Its eyes glisten deeply green,and its face is long and pointed.

Combat

A veritable engine ofdestruction,Bhor Kei never stops fighting or destroying.While it possesses some spell-like abilities,it rarely thinks beyond rending and tearing with its claws.On the opening round ofcombat,it moves into attack with its claws while simultaneously using a quickened, empowered chaos hammer and its dire contact ability.On the next round,it hastes itselfand continues to use its melee attacks.

Disruptive Aura (Su): Within 30 feet, Bhor Kei’s very existence interferes with the organic matter ofliving,non-outsiders, inflicting 2d6 points ofdamage per round.A successful Fortitude saving throw (DC 35) reduces this damage by half.The save Difficulty Class is Constitution based.

Fear Aura (Su): Those standing within 20 feet ofBhor Kei must make a Will saving throw (DC 26) or flee in fear.A victim can attempt a new saving throw each round. The effect lasts until the victim makes a successful save or is no longer within 200 feet of Bhor Kei.The save Difficulty Class is Charisma based.

Chaotic Nature (Su): All attacks made against Bhor Kei by non-Galchutt have a 20 percent miss chance.Spells cast by non-Galchutt with Bhor Kei as the target or within the area have a 15 percent spell failure chance,regardless oftheir nature or whether they are arcane or divine.Other special abilities,like psionics,face similar failure chances.This nature also grants Bhor Kei a +3 deflection bonus to Armor Class.Chaositech and mutations go unaffected by this chaotic nature.

Dire Contact (Su): IfBhor Kei speaks telepathically with a non-Galchutt (a free action,usable once per round,to any character or characters in range),that creature must make a Will saving throw (DC 26) or become shaken for 1d4 rounds.A shaken character suffers a –2 penalty on attack rolls,saving throws,skill checks,and ability checks.Once a creature attempts a saving throw,successful or not,he or she need not make it again to oppose this effect for 24 hours.

Should a creature attempt to speak to Bhor Kei telepathically,or try to read its mind,the creature must make a Will saving throw (DC 26) or go permanently insane—normally becoming catatonic,as though feebleminded, but sometimes becoming homicidal.The creature must make the save again with each telepathic attempt.The save Difficulty Class is Charisma based.

Spell-Like Abilities: At will—animate objects, blasphemy, bull’s strength (selfonly), chaos hammer, cloak ofchaos, deeper darkness, desecrate, detect chaositech†, detect good, detect law, dispel law, etherealness, fear, feeblemind, fly, greater chaositech enslavement†, greater dispelling, greater teleport, haste (selfonly), magic circle against law, shatter, telekinesis, unhallow, and word ofchaos;1/day— advent ofchange†, implosion, storm ofvengeance, and symbol ofdeath. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).

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