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ATHFINDER
eo Abate PO rela etSHUB-NIGGURATH
She is called the Black Goat of the
ods with a Thousand
‘Young. Her followers perform foul rites in the darkest of the
hillside thickets dedicated to her name. She is Shub-
Niggurath, the Dark Mother from beyond the veil. Men have
craved her since they first carved stone. Her whispers fill
hearts with carnal lust, for Shub Niggurath wants to overpop-
ulate the world with her terrible offspring, and seize control
so they may prosper: The Black Goat is the Matron of
Monsters and from her womb craw nightmares,
hub-Niggurath is one of the oldest deities worshipped by
‘mortals, Several legends suggest that all monsters inhabiting
Celmae sprang from her corrupted womb. Some
‘unwanted daughter of Amaura and Krokaar, a product of the
{god's forced coupling, while others insist she halls from be-
‘yond the void of both time and space, and is older than those
two deities. She gathers her followers to procreate in un-
speakable rituals with shapeless horrors and to spread her
evil seed. Sacrifice of fellow worshippers is a common prac-
tice. Despite this, depraved humans offer prayers and tribute
\
Crege
ay she is the
to her in the hopes of gaining favor when her vile children
xrrun the world. She hates harmony and delights in
reading war and despair, for the more that mortals die,
the more they reproduce. Ancient cultures once revered
her asa war god, and she blessed these high-priests with
low their enemies,
Prayers to the Black Goat of the Woods ask for corrupted
childbirths or to survive such a labor. Witches communing
with her through familiars steal newborns from their cribs,
replacing them with her murderous changelings. She fa
vors her faithful by twisting them into new, more powerful
forms, such as the Favore
Dark Young, Rituals of summoning are performed during,
the new moon phase of Celmae's twin satellite
Inart, the Dark Mother is formless, most often appearing
asa huge cloud of noxious smoke
tentacles, and moving on a multitude of thick, hooved legs.
Misshapen offspring constantly spew forth from her, and
are promptly devoured by her ropy appendages. Her sym>
bol isa trio of crimson crescent horns surrounding a red
yrs, or the better known,Ce
RES
THE CULT
Worshipers of Shub-Niggurath are decadent druids,
backwoods hill folk and evil humanoids. They don't con-
cern themselves with the laws of the lands they dwell in,
Instead engaging in chaotic acts of depravity, and repro-
ducing, Unions between men and beasts please the Black
Goat of the Woods.
leries pray for spells at dawn, symbolizing the birth of
the day. Her cults are always led by a strong. fertile male
humanoid, with ritual combat deciding leadership. This
leader is expected to impregnate all available females,
serving the cult. Many non-human races worship the
Matron of Monsters, notably the hill giants of Bright
Mountain, and the fungus-like Mi-go inhabiting the
haunted Endiel Forest. Gnolls venerate her above all.
other gods, erecting massive totem-pole idols, Intelligent
evil beasts serve her. Giant wooden statues are burned in
Shub-Niggurath’s honor, often with additional human,
sacrifices immolated within the effigy.
‘The Black Goat speaks directly to her followers with
strange omens through insanity-inducing nightmares,
‘They imbibe narcotics or over indulge in alcohol to enter
unconsciousness in their eagerness to commune with
the Dark Mother: Her-services include violence, sacrifice,
bestial sex, and willing mutilations. Those in attendance
Wear goat masks and don heavy animal furs, leaving
their genitals exposed. Itis forbidden for a member to
clean their furs, for the accumulating stench pleases.
their god.
Virile male and fertile female members are prized
among the cult, though tasks are found for the impotent
and barren. These members act as assassins, spies, and
willing sacrifices. They usually bear the most sel-im-
posed scars and mutilations.
‘The leaders of each cult aspire to be turned into one of
the Favored Satyrs of Shub-Niggurath. This extensive
‘magical ritual is detailed in the cult’s holiest book, The
Whispers of the Dark Mother. The unspeakable acts de-
picted within have caused the tome to be outlawed and
destroyed by the followers of Amaura and the Creator.
UNHOLY SITES
‘The cult of the Black Goat of the Woods does not have
centers of worship within the confines of civilization, in-
‘stead operating in secret on its fringes. Totem shrines to
her are erected within dark stretches of the forest or
deep underground where the screams of sacrifices can-
not be heard by outsiders. Evil humanoids and primitive
beasts worship her in corrupted woods beneath the
stars when the twin moons wane,
Carprolcey
o a
The Eternal Womb: The location ofthis terrible site has
been lost to time, though The Whispers refer often to it. - =
Purported to be a passage that winds deep beneath the su
face, twisting all the way to an immense cavern filled witha 4
viscous white lake. This milky substance births forth living
horrors that thankfully cannot survive outside its fluid. Itis
said that ifone takes a swim through The Dark Mothers
Milk, they will be blessed with a new form pleasing enough
for Shub Niggurath to materialize and consummate the
transformation,
‘The Fecund Forest: This blighted wood exists deep with-/ fam
in the corrupted underside of the floating continent of | Wy
Corbaara. Populated by Dark Young and worse, this site is =f
the location of The Sacred Teet; an udder-shaped fountain
carved from alien stone expelling a substance similar to the
Dark Mothers Milk. A ritual performed when the stars are 7%
right, summons forth the Black Goat of the Woods, and she
‘evolves the summoner into a Favored Satyr: Legends hold
that offerings of magical treasure are required for the
ritual’s completion, drawing the foolhardy to traverse its
recesses.
CLERIC DUTIES
‘This archaic but savage religion's dogma has gone unal-
tered for thousands of years. Itis brutal and straightfor-
‘wand in its practice. The Dark Mother expects offerings
of carnality and flesh, and rewards their delivery. Those
blessed with the divine gifts of Shub-Niggurath are ex-
pected by others in the cult to both protect them from
harm and heal them from injury. Its the priest's duty to
keep morale high and to guide the spiritual to acts of
promiscuity and reproduction. They train their followers
in the way of war and how to use their goddess's favorite
weapons; the kukri and longspear. ,
(Note: for the Pathfinder® Campaign Setting”, the favored
weapon for Shub-Nigguraths clerics is the dagger.)
——_~*
‘Threats of violence both earthly and posthumously, along,
with rewards of carnal pleasure, keeps the faithful loyal
and obedient. Members are not expected to keep monoga-
‘mous relationships, instead taught to spread their seed far 4%
and wide. The religion does not recognize marriages or
perform weddings, and members that are married, do soto
maintaina public persona, Children of the cult are raised
by all members with the actual parentage of many forgot- 4
ten about altogether. Often the leader of each cult is the in-
cestuous father of the majority ofits members. In some ala
cases corrupted newborns are secretly placed in the cribs |
of normal humanoids, the stolen infant then sacrificed to
the Black Goat. In time the evil child’s true nature reveals
iC
RKBigielnigeitself as it murders or impregnates its host parents.
Druids and rangers that control feral beasts are among the
cult’s main defenders and hold prominent roles within the
group. They are tasked just as often with forcing wild animals.
to couple with monsters, as they are in any martial capacity.
Priests specialize in entering the dreams of their acolytes,
and influencing them with nightmare. The most powerful can
even kill their enemies beyond the wall of sleep.
ADVENTURERS
Those that worship the Dark Mother tend to be devi-
ant characters devoid of purity or innocence, They can
be horrific in appearance from ritual scarring or more
insidious, looking like anyone ifundercover in civilized
society. Half-ores embracing their bestial natures are
drawn to the Black Goat of the Woods as are many evil
half-elves, Because of their de-
baucheries and wickedness they
are often regular patrons of broth-
els, street-workers, or even brutal
rapists. They believe in overpopu-
Tating Celmae with monsters and
more worshippers of Shub-
Niggurath, so they procreate as
often as they can. One ofthe main
{goals for her adventuring cultists is
to amass greater power to return
strong enough to replace the cult
Jeader, most often their own father.
GARB OF THE FAITH
During services to Shub-
Niggurath, the faithful wear
solled furs and masks. Besides
‘goats, other horned animals and
monsters are also represented
by the cultists, They favor colors
symbolic of the dark forest, such
as green, brown, and black
Worshipers wear clothing made
from rough leather, commonly
as capes, gowns, or kilts, and
adorn themselves with jewelry
crafted from the bones of infants. Hides,
human and otherwise, are incorporated into
‘many household items and weapons, from
the grip onallongspear to a quilt stitched
together from the faces of fallen foes.
Whenever possible, cultists go barefoot, es-
chewing shoes to physically feel the earth
beneath them.
UNHOLY TOMES
Nigzurattiand her followers below are two of the 1icssaia
wide. The cover is crudely stitched together from the
tions refer to the Black Goat of the Woods as a separate é
entity, and the figurehead of the Dark Mothers faith on a ”
Celmae. Most known for containing the correct" (Ui
formulae for The Ritwal of Becoming, the book J
‘outlawed in most lawful lands and is confis- 7 iam
cated and destroyed if discovered by such at-
thorities. Worshippers bearing a copy ean’ Ail
Big) magical beasts, and evil outsiders.
‘The Black Almanac This
book routinely makes
rounds through farming
communities disguised asa
helpful pamphlet of
agricultural tips. There are
recommendations on which
lunar phases to plant certain
vegetables for maximum
yields and fertilizer recipes
that increase the harvest.
‘The book also contains
several odd poems that
venerate the Black Goat and
a handful of spells notably:
blackwood screams and a
special summoning
Incantation that calls forth
‘one of Shub-Nigguraths
planar allies.HOLIDAYS AND FESTIVALS
Festival of the Moons During this mid-autumn
celebration, participants dance under the twin full-
‘moons and sing songs praising the harvest. This festival
‘seems benign, with prayers to the moons as the preg:
nant sisters who will soon deliver a bounty, but it hides
two sinister agendas; the first is to lure new members
into the cult who believe the goal is robust and peacefil
fertility. The second is to spiritan unwitting female into
the shadows beyond the festival where a Satyr in service
to the Black Goat will impregnate her. This half-fey child
{s always stolen from the mother upon its birth,
Pyres of Lastrain During the third week of the month
‘of Lightrain (the official start of the spring season),
cultists celebrate the Dark Mother in a weeklong festi-
val of debaucheries. Each night the celebrants gather in
aplace dedicated to Shub-Niggurath, singing hymns,
feasting on beast flesh, and engaging in unwholesome
fornications. The week culminates with the burning of
a colossal wicker effigy usually with additional suppli-
cants confined within.
PROVERBS
Never fail to fornicate. This juvenile sounding aphorism
is an important command of the cult. Procreation pleases
the Dark Mother, and worshippers who willfully pass up
sex risk her wrath.
She watches from the woods. This proverb reminds cult
members that the Black Goat is mindful of their activities,
and that she both protects and guides their hand. It most
often serves as.a threat to other members that they are
earning disfavor somehow and to rectify their behavior.
Ia la, Shub-Niggurath, The Black Goat of the Woods
with a Thousand Young! This common prayer is shouted
at the beginning and end of most ceremonies dediated to
the Dark Mother. Itis a cheer, celebrating her continued
existence, and eventual dominance over the world.
Curiously, many prayers to other malign deities living
between the stars also end with this aphorism.
RELATIONSHIPS WITH OTHER GODS
"Nearly all ofthe lawful and good gods despise the Black
Goat of the Woods. The odd exception is the goddess
Amaura whom many sages claim is her mother. The Mother
of Life considers her daughter's interest in birth an exten-
sion of her own and isn’t bothered by her ceremonies of
procreation, Her accepted sacrifice of infants however, has
caused Amaura to interfere with her goals on more than
(one occasion.
‘The violent storm god Krokaar is said to be her father, her
th the result of a forced union with Amaura, Certain leg-
ends teach that Shub-Niggurath in turn procreated with
Krokaar and begat the monstrous entity called Dagon.
‘This blasphemy is adamantly opposed by the Church of
the Storm Lord and those that spread the myth find
themselves enemies of a powerful faith,
Many cultists deny the claims of the Dark Mother’s
parentage. They insist that she hails from a dark void
that exists in the space between both the stars and
time, and is part ofa race of gods older than even the
Creator. These worshipers consider followers of
Amaura and Krokaar their sworn foes,
As a patron of fertility, Shub-Niggurath opposes the
creation of undead and so finds an uneasy ally with The
Grey Maiden. The death god considers the practice of
sacrifice tragic, but is grateful that their corpses are not
raised afterwards. Because the Dark Mother cares noth-
ing for souls; only their spilled blood, The Grey Maiden
{s able to divert their spirits to the Dustlands where she
can watch over and protect them,
‘The Chaotic God the Traveler has been a target of the
Black Goats attentions since he first ascended to
divinity. She not only seeks to replace him asthe patron
of the oyapok, but desires a child-god that il omens say
will help usher in her rule.
She has purportedly mated with all ofthe terrible gods
that lurk between the stars, the offspring from these
unions becoming deities in their own right. The vile
reptile god! Bokrug, who is worshipped by bullywugs
and degenerate oyapok is one of her thousand young,
his father a forgotten snake god murdered hundreds of
millennia ago.
REALM
‘Shub-Niggurath resides in the space between the
stars, an ancient and malevolent void. In her court she
is surrounded by pipe playing servitors and lesser
cosmic entities copulating. From this place she guides
her followers with portents revealed in dreams. She
has the capability to manifestat any time at any place
on the prime material plane, preferring dark woods
and underground caverns, She can only remain for a
few seconds unless she Is anchored with artifacts and
spells. Her presence always corrupts and transforms
those that glimpse her alien being. Her domain within
the void is an Immense forested cave, teeming with,
blighted fungoid life forms that have crawled free
from her monstrous womb. No souls find their way to
her realm and itis highly probable that she cares
nothing for her followers. She can offer them only.
earthly pleasures until they are called to be her
sacrificePaes
Ses
[ein
DEMONIC SERVITORS
Demons in the service of Shub-Niggurath often have
hybrid bestial forms, such as dretches with the heads and
hooves of goats, or succubi shaped into fur-covered animal
‘women, Mehrim demons, chimera, howlers, and yeth
hounds are loyal to her and often are assigned to favored
cults as guardians. The legendary Beast of Bright
‘Mountain, in the country of Brynndell, is rumored to be
one of the Dark Mothers gifts to the old cult once active in,
that region.
PLANAR ALLIES
Gof-Dupog
A particularly nasty entity, Gof-Dupog delights in spread-
ing terror among mortals. The goat demon rapes his
‘screaming victims before stripping the flesh from their
surviving bodies. He takes no pleasure in dining on the
dead and so pledged his loyalty to the Dark Mother in re
turn for a constant supply of living flesh. Over the centu-
ries his body has become gnarled and twisted due to the
corruption of Shub-Niggurath’s influence, but this appar>
ent weakness Is a ruse, The deformity has made Gof-
Dupog quite powerful, and he enjoys high status among
his fellow Mehrim, The Black Almanac contains the inc
tations required to summon Gof-Dupog, but unless the
voker takes the proper precautions, the demon will not be
under his complete control. Several copies of the Black
Almanac have incorrect phrasings concerning Gof-Dupogs
‘summoning, so it is with caution that worshipers deal
swith him,
Esrullix
‘This foul creature spends its time tempting mortals to
‘greater acts of savagery, including bestiality. He is most
pleased when the union between man and beast results in
the death of one of the participants. When he appears he
‘wields the two-bladed sword Savior's Sting, which causes.
malign cysts to eruptall over the bodies of those it
‘wounds. Legends say that Esrullix gained the Dark
‘Mothers favor when he cursed early humanoids with ly-
‘canthropy. He sometimes appears with a more bestial
head, a cross between dragon, goat, and boar. Some say_
that Esrullix is the Black Goat of the Woods, and the figure-
head of Shub-Nigguraths cult, arumor that may or may
not be true,
SHUB-N IGGURATH
GREAT OLD ONE
TITLES:
‘THE DARK MOTHER. |
‘THE BLACK GOAT OF
‘THE WOODS WITH
ATHOUSAND
YOUNG
HOME: VoID BETWEEN THE STARS
ALIGNMENT: CHAOTIC EVIL
WORSHIPERS: OLD CuLTS
PORTFOLIO:
FERTILITY, FORESTS, MONSTERS
DOMAIN:
ANIMAL, CHAOS, EVIL, PLANT, VOID
SUB-DOMAINS:
DARK TAPESTRY, DECAY, FEATHER, FUR,
GROWTH, STARS
FAVORED WEAPONS: KUKRL,
LONGSPEAR
SACRED GARB: SOILED FURS AND
HUMANOID SKINS
SYMBOL: THREE CRESCENT HORNS
SURROUNDING A BLOODY ORB
SUMMON MONSTER LIS’
(MONSTERS WITH AN BY THEIR NAME HAVE THE
[ENTROPIC TEMPLATE WHEN SUMMONED.
IV: MEHRIM DEMON
‘V: GNARLED SLUGSPAWN.
IX: 2 DARK YOUNG OF
‘SHUB-NIGGURATHPaes
ata
[ein
‘CAMPAIGN TRAITS
Altitude Savvy: You aren't fazed by high elevations. +1
bonus on all Fortitude saves.
Bitter Rival: Whenever dealing with a character deemed
‘as your Bitter Rival you always get a +2 bonus on skills
and attack rolls against that individual. Ifsaid person
dies, you may pick a new bitter rival,
Cliff hanger: Gain a +2 bonus on climb checks in
mountains.
Fated One: Once per session, you are allowed to test the
limits of fate itself. Gain a +2 Luck bonus to any skill or
attack roll but this honus must be applied before you
roll.
Fungus Friend: You have trained as an apothecary and
foul substances don’t phase you. Gain a+1 against fort
saves.
Keep On Keep On: Gain a +2 bonus on Fort saves to resist,
dehydration and hunger.
‘Overland Traveller: You know the way to take small de~
tours and get through long distance travel with ease. Add
+10 mph to the distance you and your party can move per
Bhours.
Slash and Burn: You are used to traveling in the jungle.
Gain a +2 bonus on fortitude saves for forced marching.
‘Tread Carefully: Gain a +2 on reflex saves when walk-
{ng on slippery surfaces. This bonus increases to +4 on
lcy or ice-covered surfaces.
Trim the Weeds: A character with this trait receives:
a +1 bonus to damage against anyone ofevil align-
ment or part of the cult of Shub-Niggurath
RACIAL TRAITS
Uncanny (EIf):+2 to Intimidate checks versus non-
elves -2 to Diplomacy checks versus non-elves,
Elves are weird folk, with alien mindsets and some-
times disturbing mannerisms. Elf characters may
frighten or confuse characters of other races more
easily than they can persuade them or win favor.
RELIGION TRAITS
By a Foulness, ye Shall Know Them(Shub-
Niggurath): Once per day asa standard action, you
can take a deep breath through your nose to gain
the scent ability for 1 minute,
Dark Whispers (Shub-Niggurath): Once per day, you can
cast speak with animals. When you cast this spell it can
affect animals (as normal) as well as aberrations and mag-
ical beasts with an Intelligence of 2 or lower,
NEw FEATS
Corrupted Visage (Critical)
‘The ferocity of your attacks along with bons granted by.
the Dark Mother causes you to gnarl and corrupt your op-
ponents form, 7
Prerequisite: Base Attack +41, Critical Focus, Worshipper
of Shub-Niggurath.
Benefit: When you confirm a critical hit against an oppo-
nent, in addition to dealing critical damage as normal, your
strike twists and corrupts their body causing 2 points of
Charisma damage and making them Sickened for 1 round.
Declaration of Evil (General, Evil)
Shouting your god's name in combat provides you with
their favor.
Prerequisite: Worship an evil god. Str 13.
Benefit: Whenever you invokethe name of your evil
deity and strike down a foe, you gain a +2 Profane bonus
con damage. This bonus a number of rounds equal to your
Hit Dice.‘The following boons are tailored for characters with the
Evangelist, Exalted, or Sentinel prestige classes dedicated
to Shub-Niggurath.
Evangelist Boons
‘1 Watcher in the Woods (Sp) endure elements 3/day, re-
sist energy 2/day, or protection from energy 1/day.
2 Child of the Dark Mother (Ex) Once per day as a
standard action, you can summon a corrupted twin of
your animal companion. This twin obeys your com-
‘mands, just as your animal companion would, but ig-
nores those that are lawful, good, or otherwise benefi-
Cial. Ibremains for 1 round for every Hit Die you pos-
sess, and then vanishes. If you do not have an animal
‘companion, you instead gain the ability to cast summon
nature’ ally Vas a spell-like ability once per day.
3 Dark Young Cometh (Sp) Once per day you can
summon a Dark Young of Shub-Niggurath. The Dark
Young follows your commands perfectly for 1 minute
for every Hit Die you possess before vanishing back to
its home between the stars. Commands that would
cause it to act ina lawful, good, or otherwise beneficial
ways earns the wrath of the Dark Young and causes it to
attack you if the commands are especially egregious.
Exalted Boons
1 Mother's Ire (Sp) magic stone 3/day, warp wood
2/day, deadly juggernaut 1/day.
2 Accomplice of the Black Goat (Sp) Once per day as a
standard action you can summon a pair of howlers with
the gnarled creature template. The howlers follow your
‘commands perfectly for 1 minute per Hit Die you pos-
sess before vanishing back to their homes in the Abyss.
‘The howlers do not follow commands that would violate
their chaotic evil alignments. Such commands will not
only earn you scorn, but cause the howlers to attack you
ifthe command is especially egregious.
3 Blessing of the Dark Mother (Sp) Once per day you can
use baleful polymorph, except you change the target into a
horribly mutated form of the chosen animal. The target
takes a -4 penalty on its saving throw to resist your spell (if
the new form would prove fatal for the creature, it still
‘grants. a +4 bonus on its saving throw, effectively negating.
this penalty). In addition to the other effects of the spell, the
‘subject is in constant pain from its twisted and disfigured
form, and takes 1d6 points of non-lethal damage each
round. This constant agony imposes a -2 penalty on all of
the target’s ability checks, skill checks, saving throws,
attack rolls, and damage rolls.
Sentinel Boons
Out of the Aeons (Sp) entropic shield 3/day, blur 2/day,
dark young’s appendages 1/day
Furs of Fecundity (Su) When you wear armor made from |
leather or animal hides that have been donned during
rituals to Shub-Niggurath, the armor provides an extra +2,
armor bonus to your AC. This bonus improves the normal
armor bonus granted by the armor; in other words, it
‘stacks with the suit’s normal armor bonus. You also sub- p
‘sume some of the unspeakable body fluids that soil the fur
‘and leather, granting you the scent ability with a range of
30 feet while wearing the armor.
Servant of Chaos (Su) The Dark Mother rewards your
faith by impregnating you with her larvae, granting you a
measure of the resilience enjoyed by those that dwell
beyond time and space. Your skin takes on a touch of
Jaundice and your teeth grow slightly sharper. To a casual
observer you may look no different, but anyone who
studies you closely notices these traits, You
resistance 10 and a +4 profane bonus to saving throws
against poison.
Obedience
Sacrifice an unwilling living creature, preferably an in-
fant, in the name of The Black Goat of the Woods with a
‘Thousand Young, Draw the process out to inspire the
maximum amount of terror and suffering in your victim.
‘The death blow you deal should be savage and destruc.
tive-do not grant your sacrifice a clean death. Once the
creature is dead, remove a piece of its entrails and con-
‘sume it while it is still warm. Leave the sacrifice
‘creature's mutilated form in the open where scavangers
may devour itor travelers may see it and know of the
power of Shub-Niggurath. Gain a +1 natural armor
bonus to your AC.Cree ne Sa
SPELLS
Black Goat's Blessing
‘School: transmutation (polymorph);
Level: cleric/oracle 4, druid 4, sorcerer/wizard 4,
summoner 4, witch 4
Casting Time: 1 standard action
|, M/DF (powdered goat's horn)
‘Target: one living creature
Duration: 1 round/level
Saving Throw: Fort negates;
Spell Resistance: yes
You change the target's head into that of a goat. The
creature's Intelligence becomes 2, and it gains a gore
melee attack that it can use as a primary or second-
ary attack. The gore attack uses the creature's base
attack bonus, and the creature gains a +2 bonus on
attack and damage rolis with the gore attack.
‘The gore attack deals a number of points of damage
equal to 146 + Strength modifier if the target is
‘Small, 1d8 + Strength modifier ifthe target is
Medium, and 246 + Strength modifier ifthe target is.
Large or larger
Black Goat's Influence
School: Enchantment (Compulsion, Mind-Affecting)
Level: Cleric 1, Paladin 1,
Components: VS, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5/2 levels)
Target: 1 creature/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Recipients of this spell gain a +2 morale bonus to damage
done with melee weapons and ranged weapons striking
targets within 30 foot range (like the Point Blank Shot
feat).
Blackwood Screams
School: Abjuration
Casting Time: 1 Standard Action
Range: Close (25 ft. +5 ft/2 levels)
‘Area: 20-ft. radius emanation centered on inanimate
trees and thickets.
Duration: 1 hour/level (D)
‘Saving Throw: None
Spell Resistance: No
You imbue plants and bushes in the area with the abil
ty to scream in terror ifa small or larger creature enters
the warded area. The screaming plants are audible
a mile away. This alarm warning is rather non-specific
and can often be triggered by animals, such as deer that,
would normally be considered harmless. Once a scream
hhas been triggered, the spell ends. Invisible, ethereal, or
aerial creatures do not trigger the scream. This spell
fails ifcast on a sentient plant.
Dark Young's Appendages
‘School: transmutation (polymorph)
I: cleric 3, sorcerer/wizard 3, witch 4
minute
‘Target: creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: yes
You change one of the extremities of the creature
touched—arms or legs only—into another shape of
approximately the same size and mass. You can choose
tentacle or hoof.
‘The subject must take approximately 10 minutes to
familiarize itself with the function and movement of the
new extremity to use it properly. These new forms do
not allow the subject to run faster or swim better;
however, they do act as natural weapons of the
appropriate type, and the subject can use them to make
secondary attacks while making attacks with weapons
asa full-attack action. The secondary attacks are made
using the creature's base attack bonus -5 and adding
only 1/2 the creature's Strength bonus on damage rolls,
‘The subject cannot hold a weapon or use any item that
‘would ordinarily fitinto the slot of the changed
extremity. The subject can receive the benefits of this
spell multiple times.
Exhaust of Shub-Niggurath
vocation (acid)
sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: VS,M (ground goat hooves)
Range: long (400 ft. +40 ft /level)
Area: cylinder (30 ft. /level radius, 100 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
‘This spell creates a vast area of airborne corrosive
salts that deal 1d3+1 points of acid damage to
creatures and objects.ORDER OF THE FORBIDDEN BOOK.
Knowledge is the stepping stone of both insanity and
power: The members of this order devote themselves
to the preservation of destructive knowledge. Most
‘would protect and hide these horrific truths at all
costs, but members of this order believe there is such
thing as knowledge too astounding not to let loose
upon the world,
Edicts: An order of the forbidden book cavalier must
protect forbidden knowledge at all costs. Some are also
devoted to the preservation of proscribed knowledge
and are equally zealous in copying and exploiting it.
Most of these cavaliers believe that the preservation of
these writings of enlightened madmen is more impor-
tant than all life, even their own, as it ensures the cos-
mic damnation and consumption of the mistake called
reality
Challenge: Whenever an order of the forbidden book
cavalier issues a challenge, he and his mount receive a
+1 bonus on saving throws against spells or spell-like
abilities cast by the subject of his challenge and a +2
bonus on all Intimidate and Sense motive checks i
volving the subject of his challenge.
Skills: An order of the forbidden book cavalier adds
Knowledge (arcana), Knowledge (religion), and
Linguistics to his list of class skills, Furthermore, he
can use Linguistics untrained. If he has ranks in
Linguistics, he receives a bonus on the check equal to
1/2 his cavalier level (minimum +1).
Order Abilities: A cavalier belonging to the order of
the forbidden book gains the following abilities as he
Increases in level.
Esoteric Knowledge (Ex)
At 2nd level, an order of the forbidden book cavalier
chooses either Knowledge (arcana) or Knowledge
(religion). He can make the chosen skill checks un-
trained. He cannot change his chosen skill later. fhe
has ranks in his chosen skill,he receives a bonus on the
check equal to 1/2 his cavalier level (minimum +1) as
long as that check involves a book, tome, scroll, or any
other form of written knowledge.
Powerful Knowledge (Ex)
At th level, the cavalier gains the ability to read scrolls
and castarcane or divine spells from a scroll as ithe
had a caster level of his cavalier level ~4, He can decipher
all scrolls, using his Linguistics ski in place of Spelicraft,
and does not need to cast read magic n order to decipher,
scroll. Which type of spell the cavalier can cast is based.
‘on the Knowledge skill he chose for specialized
knowledge. If he chose Knowledge (arcana), he can cast
any arcane spells from a scroll. Ifhe chase Knowledge
(religion), he can cast any divine spells from a scroll.
Furthermore, he gains a +1 bonus to an ability score for
purposes of determining the level of spells he can cast
froma scroll, and this bonus increases by +1 at 10th level
and every 5 levels thereafter (to a maximum of +4 at 20th,
level). The ability score that gains the bonus is dependent
‘on which skill the cavalier picked for his specialized,
knowledge ability IFthe cavalier picked Knowledge
(arcana), he gains the honus to Intelligence. If he picked
Knowledge (religion), he gains the bonus to Wisdom,
Defensive Knowledge (Ex)
‘At 15th level, an order ofthe forbidden book cavalier can
rant nearby allies some of the boons of his cavalier
challenge, While allies are adjacent to the cavalier, they
gaina +2 bonus onall saving throws against spells or
spell-like abilities cast by the subject ofthe cavalier’s
challenge, In addition, as an immediate action, a number of
times per day equal to the cavalier’ Intelligence modifier —
(minimum 1) or Wisdom modifier (minimum 1), the cava
lier can allow an ally adjacent to him to reroll a single
failed saving throw against a spell or spell-like ability from
the target of his challenge. The ally must be able to see and
hear the cavalier in order to gain this reroll, The ability
score that determines how many times per day a cavalier
‘an use this ability depends on which Knowledge skill the
cavalier picked for specialized knowledge. Ifthe cavalier
picked Knowledge (arcana), the number of times per day
this ability can be used is based on Intelligence. Irhe
picked Knowledge (religion) its based on Wisdom,@ ene,
EGER
It Came from Beyond (Su) >
Once per day, when you cast a summoning spell, any one | age
creature you summon is more powerful than normal. The
SAMPLE CULT: THE EBON DAWN
This group of cultists are active throughout the creature gains the advanced creature simple template. If
continent of Brynndell, slowly propagating through ‘you summon more than one creature with a spell, only one
kidnappings and forced births. They are led by the of the summoned creatures gains the advanced creature
witch Heksos Vell, who desires to one day uncover a simple template. A summoned creature that gains the ad=
copy ofthe Whispers of the Dark Mother and use the vanced creature simple template in this manner appears
rituals therein to transform into one of the favored unnervingly deformed or unnaturally hideous, bringing
satyrs of Shub-Niggurath, with ita whiff of the emptiness of the void. This ability
works only on spelis you cast as a cleric—it does not work
‘Shub-Nij th Cultist CR 1/2
eae on spelen slits une fon any ater speleatiog
CE Human Cleric 1 medium humanoid CORVAN BAERG
Init-+0; Senses Perception +3
DEFENSE
‘AC 14 touch 10 Flat-footed 14 (+4 armor, +0 dex)
hp 9 (1d8+1)
Fort +3, Ref+0, Will +5
OFFENSE
Corvan Baerg CRS
Speed 20 It ae |
Melee Longspear +2 (148+2) or kukri +3 (14442) fuman cleric ;
es
Corvarionce served asa clerle ofthe Creator before being (al
corrupted by Hexos Vel Now his only desire isto mate with
reed Gea pect trap beeedlng exFntag
children be plans to baptize inthe Black Goats name
Ranged light crossbow +0 (1d8/19-20) e Meal foumen)
Special Attacks Channel negative energy 3/day DC 9, Init -1; Senses Perception +
1d6) Aura enlarge
DEFENSE
Domain spelkealies (Lis: conenacn 4) EES
Yay Id om Bayo
Cleric Spells Prepared (CL 1st; concentration +4) hp 62 (6d8+24)
pel Prep
ist black goats influence, cure light wounds, protection Fort +8, Ref +1, Will +8
from law D, i t OFFENSE
et ‘SPEED 20 ft.
Bak ee ogs mending dag SPEED ZO sion \
cera Cars, Vo Special attacks channel negative energy 4/day (DC a
Sub domain: Dark Tapestry
‘TACTICS
Right before combat begins, this
caultist casts black goat’ influence
ifablee She follows up with chan:
neled energy, and uses tangle-foot 3rd—cure serious wounds, 108
bags to escape cate object, magic circle against
4 law(super}D{/super), wrathful
staristics 2 EY
Str 14, Dex 10, Con 13, Int 12, mantle{super}APG (/super} (OG
Wis 17, chr 8 16) }
Base Attack: +0; CMB +2; CMD 2nd—barkskin{super)D{
+12 ‘/super}, bear's endurance, cure}
Feats selective channeling, ‘moderate wounds, dread bolt{
Skills diplomacy +3, knowledge super) UM(/super} (DCL)
Bene paar etait Ist_caus fear (DC 14) doom
ge Co fry (B¢ 14), endure ements em
Peer hs Decree oem
(De 14) racking mark (DC 14
Combat Gear Potion of cure light wounds tangle-footbag (2) ig, Uist m
Other Gear Mk hide ight rossbow with 20 bol gape, ; rate wale
kari silver unholy symbol. 5p ee ee
@ a y @
rpigecloey
6
14, 346)
Domain Spell-like Abilities (CL 6th; concentration
6/day—touch of chaos
Cleric Spells Prepared (CL 6th;
concentration +9):
e
j (OOOO
wREL
sTarisTics
Str 14, Dex 8, Con 17, Int 10, Wis 17, Cha 13
Base Attack+4; CMB +4; CMD 15
Feats Cornugon Smash, Furious Focus, Power Attack, Weapon,
Focus (spear)
Traits axe to grind, tireless avenger
Skills intimidate +7, Perception +9, Survival +9
Languages Common
$Qaura, bramble armor (146+3, 6 rounds/day)
Other Gear +1 lamellar (steel) armor, +1 spear, cloak of
protection +1, 1,400 gp
HEXOS VELL, THE SKINLESS ONE
‘The Skinless One leads the Ebon Dawn with one goal in
‘mind: finding a copy of the Whispers of the Dark Mother
and using the ritual contained therein to become one of the
Favored Satyrs of Shub-Niggurath, Secretly sterile, he is
ashamed that he cannot bear offspring, and fears being re-
placed by a more virile member ofthe cult before his plan,
of transformation come to fruition. When he oversees ritu-
als, his immobile, fleshless form, sits atop a pile of rancid
animal furs, while his consciousness inhabits his skinsend.
body, performing the unholy sermon.
‘The Skinless One CR 11
XP 12,800
Half-Ore Witch 12
Medium Humanoid (human, ore)
Init 4; Senses darkvision 60; see invisibility; Perception
+i
DEFENSE
‘AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
hp 102 (12d6+58)
Fort +9, Ref +6, Will +11
Defensive Abilities orc ferocity: DR 10/magic (ranged
weapon attack only; 100 points); Immune fire (120
points)
OFFENSE
Speed 30.
Melee +1 Longspear +9/+4 (1d8+3/x3 brace,reach)
Special Attacks Hexes (blight, cauldron, disguise, light,
slumber, tongues, ward)
Witch Spells Prepared (CL. 12; concentration +18)
‘6th—cloak of dreams* (DC 23), mass suggestion (DC
23), unwilling shield* (DC 22)
5th—haleful polymorph (DC 21), cure critical wounds,
mass pain strike* (DC 21), mind fog (DC 22)
4th—charm monster (DC 21), confusion (DC 21), di-
‘mension door poison (DC 20)
3rd—blink, dispel magic, extended false life, lightning
bolt (DC 19), suggestion (DC 20)
2nd—cure moderate wounds, hold person (DC 19), ex-
tended mage armor, skinsend, vomit swarm", web (DC 18)
Ast—burning hands (DC 17), charm person (DC 18),
command (DC 18), ill oment, ray of enfeeblement (DC
17), unseen servant
0 (at will) daze (DC 17), detect magic, message,
read magic
Patron Shub-Niggurath (Deception)
‘tactics
‘The Skinless One casts, skinsend on himself every day
after preparing spells. His ratling familiar, Black Tom,
watches over his helpless body, protecting him should
trouble arise.
Before Combat The Skinless One casts extended mage
‘armor protection from arrows, protection from energy
(fire), and see invisibility along with imbibing a potion of
bull's strength
During Combat The Skinless One casts cloak of dreams:
on the first round of combat, followed by mass pain strike,
confusion, mind fog, mass suggestion, or lightning bolt.
Once anyone closes with him in melee, The Skinless One
casts blink and unwilling shield, then targets his opponent
with ill omen followed by baleful polymorph or charm
monster
Base Statisies without extended mage armor, protection,
from arrows, and protection from energy (fire), nd see.
invisibility The Skinless One's stats are Senses
darkvision 60 ft; AC11, touch 11, flat-footed 11; DR
none; Immune none.
STATISICS.
Str 16, Dex 10, Con 16, Int 22, Wis 12 Cha 8
Base Attack +6; CMB +9; CMD 20
Feats Brew Potion (B), Combat Casting, Craft Wondrous
Item, Extend Spel, Improved Familiar, Improved
Initiative, Iron Will, Toughness
Skills Bluff +10, Craft (alchemy) +25, Diplomacy +10, Fly
+19, Intimidate +19, Knowledge (arcana) +21,
Knowledge (history) +21, Knowledge (nature) +21,
Knowledge (planes) +21, Perception +10, Spelicraft +21,
Stealth +10, Use Magic Device +15
Languages Abyssal, Aklo, Common, Draconic, Giant,
Goblinoid, Ore
SQ permanent spells The Skinless One benefits from the
following permanent spells cast on himself: darkvision
and see invisibility; witch's familiar (ratling named Black
‘Tom [stores all prepared spells and patron spells, plus be=
guiling gif, glyph of warding, spite, summon monster V),
Combat Gear Potions of bear's endurance (4), potion’s of,
bull’s strength (4), potion of cure moderate wounds, po-
tions of invisibility (4), scroll of greater dispel magic,
scroll of transformation
Other Gear +1 longspear, cloak of resistance +2, gloves of.
arrow snaring, headband of vat intellect +4 (history,
planes), ring of protection +1, 930 gp
7Gwilvmashtu, Fvored Satyr of Shub-Niggurath Escape Artist +18, Intimidate +26, Knowledge (arcana)
XP 51,200 421, Knowledge (planes) +24, Perception +36, Sense
CE Medium outsider (chaotic, demon, evil, extraplanar) Motive +28, Stealth +26, Survival +21; Racial Modifiers +8
Init +7; Senses darkvision 60 ft, true seeing: Perception Perception
$36 Languages Abyssal, Celestial, Common, Goblin, Infernal
DEFENSE SPECIAL ABILITIES
AC 40, touch 25, flat-footed 32 (+7 Dex, +1 dodge, +15 Dominating Gaze (Su)
natural, +7 profane) ‘Three times per day, 30 feet, DC 25 Will save or dominated
hp 184 (16410496) as per the dominate person spell (CL. 20th). The save DC
Fort +16, Ref +14, Will 417 Charisma-based,
Poison (Ex)
DR 15/cold iron and good; Immune electricity, poison;
Resist acid 10, cold 10, fire 10; SR 26
OFFENSE
Speed 40 it
Melee 2 claws +22 (1d6+6 plus poison) or twin anarchic
short swords +22/+22 (1d6+6+2d6 vs, lawful)
Special Attacks dominating gaze, seduction
‘Spell-Like Abilities (CL 20th)
Constant—true seeing
Atwill—blasphemy (DC 24), charm monster
(DC 21), deeper darkness, desecrate, detect.
‘00d, detect law, fear (DC 21),
‘greater teleport (selfplus 50
pounds of objects only),
polymorph, tongues (self
only), unhallow
3/day—greater dispel magic,
‘Suggestion (DC 20), wall of
fire
1/day—fire storm (DC 24),
‘wail of the banshee (DC 26),
summon (level 9, 1d4 chaaor
‘demons or 1 entropic dark
‘young of Shub-Niggurath,
100%)
TACTICS
Claw—injury; save Fort DC 24; frequeneyy
Lround for 4 rounds; effect 144 Str a
damage; cure 2 consecutive saves. The
save DCs Constitution based
‘Seduction (Su)
‘Through body language and movement,
Gwllvmashtu can fascinateall
creatures ofthe opposite sex
(whichcouldbeethersex, ill
depfidng on her ctrrent ob
within 30 fet that observe heal
dancing. Those viewing this
dance must screed on a DCAM
Will save or fall under her ie
ence for 146+ hours asf aoe
Giby cada monster sce
Ot), The save DC is Charisma
sealafclinchades 242 bool
from her Ability Focus fat ‘
ECOLOGY ab
Environmen any (Void >
Between the Stars) a 4
Organization solitary or
troupe (Gwilvmashtu plus
144 chaaors or 1
entropic dark
‘young of Shub-
Niggurath)
‘Treasure double /
standard
as
%
Gwilvmashtu prefers subterfuge
rather than directly assaulting an
‘opponent. She usually alters her
appearance to appear as an
attractive member of a potential
victim's race; once the victim is lured in, she assumes her
true form and attacks. If combat goes against her, she flees,
but only after summoning lesser demons to cover her es-
cape and kill her opponents,
STATISTICS
‘Str 22, Dex 24, Con 22, Int 20, Wis 20, Cha 24
Base Attack +16; CMB +22; CMD 47
Feats Ability Focus (seduction), Alertness, Blind-Fight,
Combat Reflexes, Deceitful, Dodge, Iron Will, Lightning
Reflexes, Two-weapon Fighting
is Acrobatics +18, Bluff +30, Diplomacy +26, Disguise
Gwilvmashtu is one of the favored
satyrs of Shub-Niggurath, She is known
as the Whore Temptress for she knows
thatall mortals, in their hearts, always
sive in to their true desires—be it power,
greed, lust, or one of many countless
other sins, She often accompanies
gsrullix to rituals especially pleasing to
the Dark Mother acting as the cult’s
unholy altar: Gwilvmashtu rarely wears
clothing, but at times when she does, she.
enjoys gowns and robes of gold, white,
andred. (9)
6x IP AL oxENTROPIC DARK YOUNG OF
SHUB-NIGGURATH
. isthe Lord of the Woods, even to... and the gifts of.
the men of Leng ...so from the wells of night to the gulfs
of space, and from the gulfs of space to the wells of night,
ever the praises of Great Cthulhu, of Tsathoggua, and of.
Him Who is not to be Named. Ever Their praises, and
‘abundance to the Black Goat of the Woods. 1d! Shub-
‘Niggurath! The Goat with a Thousand Young!”
-HPLovecraft, “The Whisperer in Darkness”
Entropic Dark Young of Shub-Niggurath CR 13
XP 25,600
CE Huge aberration
Init +7; Senses darkvision 60 ft. tremorsense 30 Its,
Perception +21
‘Aura frightful presence (30 ft, DC 24)
DEFENSE
AG 27, touch 11, flat-footed 24 (+3 Dex, +16 natural
size)
hp 161 (1448+98)
Fort +11, Ref +9, Will +13
DR 15/slashing and DR 10/lawful; Immune acid,
electricity fire, poison
SR18,
Defensive Abilities all-around vision (cannot be
flanked)
(OFFENSE
Speed 30 ft
Melee 4 tentacles +19 (148+10/19-20 plus grab)
Space 15 ft; Reach 15 f.
Special Attacks constrict
(148+10), sucking maws, trample
(ad8+15, D¢27)
Spell-Like Abilities (CL 12th;
concentration +17)
| Constant—freedom of movement
At will air walk, tree shape
3/day—entangle (DC 16),
‘command plants (DC 19)
A/day—insanity (DC 22), tree
stride
STATISTICS
Str 30, Dex 17,Con 24, Int 16,
Wis 19, Cha 21
Base Attack +10; CMB +22 (+26 grap-
ple); CMD 35 (cantt be tripped)
Feats Combat Reflexes, Improved
Critical (tentacles), Improved Initiative,
Lightning Reflexes, Power Attack, Vital
Strike, Weapon Focus (tentacles)
Skills Knowledge (arcana) +17,
Knowledge (nature) +17, Knowledge (religion) +17,
Perception +21, Sense Motive +18, Spellcraft +20, Stealth +12 9%
(+20 in forests); Racial Modifiers +8 Stealth in forests
Languages Aklo
SPECIAL ATTACKS.
target is dead or the entropic creature rests
‘Sucking Maws (Su)
‘Adark young of Shub-Niggurath that successfully pins a crea
ture itis grappling automatically infiets 144 points of
Strength drain on that creature. A DC 24 Fortitude save reduc:
es this effect to 1 point of Strength drain, A creature drained
O Strength does not de, but must make a DC 24 Will save at
that point to resist being driven mad by the experience, as the
foul green waste exuded from the same sucking mouths that —falg
drink life implant in the emptied shells strange visions and
horrifying certainties. This madness manifests as schizophre-
nia, but with a save DC equal to the dark young's Strength
drain save DC listed above (DC 24
for most dark young). One common
result ofthis unfortunate madness
isa strange desire to return tothe
site oftheir original encounter in
hopes of being consumed entirely
by the creature that only drank a
part oftheir body
and mind—many of
those who survive
this horrific ordeal
go onto found dark
young cults of their ape
own. The madness aa
element of a dark ‘
giyoung’s sucking
‘maws is a mind-af-
| fecting effect. The
save DC for all of the
saving throws in-
volved with this spe~
cial ability is
Constitution-based,ELDRITCH
ARCHEOLOGIST
Preekend
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