Chaos Spawn
A full warp-mutated horror with too many limbs and no useful self left.
Threat File — Chaos Spawn
TR 7 · Chaos & HereticsSaves: Toughness +9
Senses: Senses living creatures within 60 feet regardless of sight or light
Anathema of Form. At the start of each of the spawn's turns, roll a new horror: extra reach (10 ft. this round), acid ichor (attackers in melee take 1d4 toxic damage), whipping tentacles (one extra Avalanche attack), or a screaming face (each enemy within 15 feet makes a Willpower Save DC 13 or is Frightened for a round).
Too Wrong to Predict. Enemies cannot use abilities that rely on predicting or reading the spawn; feints and battle-lore fail against it.
Was Someone Once. A character who knew the mortal it was may attempt one Presence check DC 14 to make it hesitate, once. On success the spawn loses its next action.
Avalanche of Limbs. The spawn makes one attack against every creature within reach. Melee Attack: +7 to hit. Hit: 2d10 + 4 rending damage.
Devouring Grasp. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 2d8 + 4 bludgeoning damage and the target is Grappled. A held victim takes 2d8 bludgeoning damage automatically at the start of each of the spawn's turns and risks Corruption exposure each round it is held.
Charnel Bellow. Every enemy within 30 feet makes a Willpower Save DC 14. On failure, a target is Frightened until the end of its next turn and Exposed.
Morale: Does not make Morale checks; nothing that could rout survived the change. It fights until destroyed, and its death throes deal 2d6 toxic damage to everything within 10 feet.
Tactics: Give it a dramatic entrance and let it off the chain. It scatters formations, absorbs absurd punishment, and makes melee characters regret their profession; fight it in terrain, because attrition alone is a grim plan at this TR.
Loot / Evidence / Hooks: Warp-warped trinkets of the favored mortal it used to be, still recognizable to anyone who knew them; the cult pays or kills to get them back.
Enemy Dossier
GM ReferenceA Chaos Spawn is the finished ruin of a favored mortal: a tonne of shifting limbs, mouths, and misery with no useful self left inside. It is the Dark Gods' retirement plan, and it is always hungry.
Use this enemy as a mid-tier monster set-piece — a cult's chained god, a punishment made flesh, or the fate of a named heretic the party met earlier.
High durability, heavy unpredictable melee, strong fear pressure, Corruption exposure at close quarters, immune to reason and morale.
Anathema of Form. At the start of each of its turns, roll a new horror: extra reach, acid ichor, whipping tentacles, or a screaming face that forces fear saves.
Too Wrong to Predict. Enemies cannot use abilities that rely on predicting or reading it; feints and battle-lore fail.
Was Someone Once. A character who knew the mortal it was may attempt one Presence-based check to make it hesitate, once.
Avalanche of Limbs. Multi-attack flurry against everything within reach.
Devouring Grasp. Grapples and constricts one target; the held victim takes automatic damage and risks Corruption each round.
Charnel Bellow. Area fear scream; failed Willpower Saves leave targets Frightened and Exposed.
Morale: None. It fights until destroyed, and its death throes are dangerous to everything nearby.
Tactics: Give it a dramatic entrance and let it off the chain. It should scatter formations, absorb absurd punishment, and make melee characters regret their profession. Fight it in terrain — pits, machinery, drops — because attrition alone is a grim plan at this TR.
Full Stat Block Priority: High