Other names: ghaddar, nija, oz’goth
A species of demons who come from the void. They were the servants of the old ones. They hate the light and all the creatures in it. They want to destroy all worlds and bring back the void.
They are misery and pain. They thrive on hurting. They are alien and lack any empathy.
Their mystics have three eyes and can control others. Everyone can read surface thoughts. The leader mystics torture and body maim any others born with three eyes to stay in power. When they grow old and feeble, a new leader arises.
They breed by putting larvae in the brains of living creatures; then tiny beings squirm into a shaman’s belly pouch. There, they grow until large enough to be outside.
Most oz’goth are little more than followers and footsoldiers. They thrive on hate and violence, extinguishing any light or life they come across.
They are living creatures but do not have internal organs—just a strange black goo with various gelatinous spheres. This internal fluid is very poisonous to most living creatures. Whether it is ingested or touches the skin, it causes a sickness that is hard to cure.
While they have no need for eating, they crave eating the spoils of their destruction. All treasure an oz’goth has been swallowed and resides inside their grotesque form.
They have no language; instead, they speak through mental emotions and images.
Oz’goth Grunt
STR | CON | SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | INT | ACU | DEX | SOC |
10 | 12 | 14 | 6 | 10 | 14 | 3 |
- CV: 2
- Class: Monster
- Type: Navirite
- Speed: 25
- HPA measure of the relative health of your character, represen... More: 16
- Damage ModifierA modifier to rolled damage due to above-average Strength an... More: 0
- Armor ValueThe numeric value representing how much damage armor absorbs... More: 2 + Prickly Skin
- Attack: (2) Claw 1d6+2+1d4 Wither
- Skills: Dodge 50%, Grapple 50%, Hide 50%, Listen 50%, Spot 50%, Stealth 50%, Other Skills 25%
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Darkvision 60 ft.; Immunity to Blindness, Poison
- Weaknesses: Cold Iron (double damage), Light, Fear
- Horror An optional system where your character’s mental health ... More: First encounter 2/2d3
- Treasure: Half Normal (ingested)
Light Weakness
Anything brighter than torchlight causes the oz’goth pain and partial blindness. They take a bane (1d6) to all rolls when in bright light and 1 damage per round.
Poisonous Blood
Oz’goth Blood – contact or ingestion; POT 7; intense pain, weakness
The black viscous fluid that fills an Oz’goth is poisonous to most living creatures. When it touches the skin or is ingested, it immediately causes pain and damage. Afterward, the creature becomes sick over the next day. They slowly lose health at 1 HPA measure of the relative health of your character, represen... More per hour. A successful Stamina check negates the sickness.
Prickly Skin
Needle-like spikes poke out of the purplish flesh of the oz’goth. The spikes protrude and retract as if something alive under the skin. When anyone hits a oz’goth with a melee attack, they must succeed at an Agility roll or take 1d4 damage.
Insight
As a standard or move action, an oz’goth can attempt a Heroic Action to read the surface thoughts of its target. If it succeeds, it gains a Boon to its next roll against that target. This bonus only lasts 1 round.
Rend
If an oz’goth hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 points of damage.
Fear
1/day— fear (like spell, mana 1)
Oz’goth Mystic
STR | CON | SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | INT | ACU | DEX | SOC |
10 | 10 | 14 | 13 | 15 | 12 | 8 |
- CV: 3
- Class: Monster
- Type: Navirite
- Speed: 25
- HPA measure of the relative health of your character, represen... More: 24
- Damage ModifierA modifier to rolled damage due to above-average Strength an... More: 0
- Armor ValueThe numeric value representing how much damage armor absorbs... More: 2
- Attack: (2) Claw 75% 1d6+1+1d4 Wither; Ranged: Void Bolt 75% 1d6+1+1d4 Wither
- Skills: Spellcraft 65%, Dodge 50%, Grapple 50%, Hide 50%, Listen 50%, Spot 50%, Stealth 50%, Other Skills 25%
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Darkvision 60 ft.; Immunity to Blindness, Poison, Fear
- Weaknesses: Cold Iron (double damage), Light
- Horror An optional system where your character’s mental health ... More: First encounter 2/2d3
- Treasure: Normal (ingested)
Light Weakness
Anything brighter than torchlight causes the oz’goth pain and partial blindness. They take a bane (1d6) to all rolls when in bright light and 1 damage per round.
Poisonous Blood
Oz’goth Blood – injury or ingestion; POT 7; intense pain, weakness
The black viscous fluid that fills an Oz’goth is poisonous to most living creatures. When it touches the skin or is ingested, it immediately causes pain and damage. Afterward, the creature becomes sick over the next day. They slowly lose health at 1 HPA measure of the relative health of your character, represen... More per hour. A successful Stamina check negates the poison.
Prickly Skin
Needle-like spikes poke out of the purplish flesh of the oz’goth. The spikes protrude and retract as if something alive under the skin. When anyone hits a oz’goth with a melee attack, they must succeed at an Agility roll or take 1d4 damage.
Insight
As a standard or move action, an oz’goth can attempt a Heroic Action to read the surface thoughts of its target. If it succeeds, it gains a Boon to its next roll against that target. This bonus only lasts 1 round.
Rend
If an oz’goth hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 points of damage.
Fear
1/day— fear (like spell, mana 1)
Magic:
Mana: 15
Spells: Befriend, Counter Magic, Dark, Dispel, Spirit Sap