1-6: Takes a -1d12 penalty to their rolls unless they are engaging in one of NgWhi's Heads / Aspects, determined at random (see below), for the next 1d12 turns. They must do so especially if it would be unwise.
- For example, Seize the Abundance of Others might compel them to rob everyone and everything in sight, even their allies for the next 4 turns, or else suffer a -8 penalty to their rolls. Such allies likely won't take too kindly to that, and will likely seek to rob them too.
7-11: Loses access to all their spells and turn ability. They may only be used again once the minion has harmed at least 3d6 others in ways matching 1d3 of NgWhi's cruel Heads / Aspects.
- If Spread Great Disturbance and Let the Dark Hordes Take Over were rolled, then the minion could be required to have a vicious bloodhound bite those who are just minding their own business, and also to allow a group of orcs to sneak into a human area under the guise of temporary assistance (which never ends) - all harming a minimum of 7 people. Still, if not stopped, many more potentially would be harmed too. NgWhi will be pleased in any case, allowing the minion to spread more woe by being able to turn and cast spells again.
12-17: One of the Heads of NgWhi is everpresent now. In each new situation, the minion causes others within 1d12 x 10' to have to save vs. death/ make a Will save DC 10 or act in a way that matches that aspect. Determine at random which one it is henceforth. Even the goodly will have to struggle with urges to commit theft, senseless violence, or ruin. What is more, the minion's eyes, skin, and other body parts change to reflect the influence of the black snake. And every time a minion experiences this test, the save becomes 1 harder and the changes more noticeable.
- For a minion experiencing this ongoing demon test with Seize the Abundance of Others, upon entering a tavern, all within 60' of him must save or begin looking to take what isn't theirs. Not only may pockets be picked, but drinks overcharged, food pilfered by servers, and cattle stolen by patrons sneaking out to claim that which isn't theirs. Those who save might realize that it is the minion who is responsible for upsetting the Proto Indo-European tradition of workers, especially if they notice his serpentlike eyes and dusky hue.
18+ The Demon Lord wishes to take more direct action now. Within the next 3d20 rounds, one of its giant 3-headed black serpent avatars arrives, attacking all in sight (including the minion if he can't escape in time). Followers of sky, thunder, and light divinities within 1d12 miles will be made aware, and likely send emissaries, hopefully arriving within the next 1d12 hours to put an end to its impending rampage of larceny, terror, and devastation.
Avatar of NgWhi
Align: C!, MV: 50’, AC: 5 (-1 per*), HD: 9 (+1 per*), Atk: 3, Dmg: 4d6 bite (+1 per*), SP:
- immune to poison
- bite is poisonous, causing those it hits to save vs. death / make a Fortitude save DC 10 (save is 1 harder per*) or be paralyzed in a dreadful way, taking 2d4 (+1 per*) damage per round until they save or are cured
- regenerates 1 hit point per* per round, unless harmed by holiness, thunder, or light
- influences others to act in ways like one of NgWhi's aspects, per test results #12-17, with the save being 1 harder per*
- 10% per* magic resistance
SV: F5 (+1 per*), Mor: 11
per* = per test result over 17
- A demon test of 21 would bring an avatar with AC: 1, HD: 13, and Dmg: 4d6+4. Its paralyzing poison has a -4 save penalty, inflicting 2d4+4 damage per round. It would regenerate 4 hit points per round, and also tempt others to engage in theft, senseless violence, or ruin with a -4 save penalty. Along with its 40% magic resistance, it would save as a 9th level fighter. Locals pray that some clerics of Perkwunos will arrive soon to slay it and the scum whose actions brought it there.
wanton violence, betrayal, dumb brutes, inability to feel safe, hopelessness
invasion of orcs & goblinoids, human naivety thus, lure of the dark, abominations, societal collapse
- Apep: Egyptian, bringing darkness and disorder, the great destroyer of light (see Volume III).
- Chernobog: Slavic and anathema to the Gods, embodying an opposite to each one (see Volume IV).
- Jörmungandr: Norse, associated with the sea and the end of the world, certainly a great disturbance.
- Louhi: Finnish, her witchcraft and dark northern minions work tirelessly to destroy the Finns and all similar folk as well, treacherous indeed (see Volume IV).
- Orcus & Related Demon Lords: Orcish of course, they focus more on their degenerate ilk rather than necessarily perverting humanity to bring all the enrichment of orcs into human lands (see Volumes II & V).
- Tezschnaz & Related Arch-Devils: Goblinoid, rather than being concerned with causing human corruption, they are more opportunistic and prey upon what remains of human societies that such corruption creates (see Volume I & V).
- Ragana: Baltic, she can set people against each other, allowing for horrors like NgWhi to have their way (coming soon).
- Tiamat: Mesopotamian, she births abominations to take over while preaching 'Variety, Acceptance, and Everlasting Change'- who does that sound like?
- Typhon: Greek, also reflecting Python, Echidna, and various gigantes, serpentine rivals of the divine order, very happy to steal cattle and worse (see the upcoming Companion I).

