Oz’goth (Void Demon)

Art by Michael Bielaczyc

Other names: ghaddar, nija

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. All oz’goths 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, when mature enough, the tiny beings exit their host and squirm into a shaman’s belly pouch. There, they grow until large enough to be solitary. 

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 within various sized 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 possesses has been swallowed and resides inside their grotesque form.

They have no language; instead, they speak through mental emotions and images. 

Oz’goth Grunt

CharacteristicsCV2
StatScore%Speed25’
STR1050HP24
CON1260Dmg Mod0
SIZ1260AV2 (Thick Hide)
INT630ClassMonster
ACU1050TypeNavirite
DEX1470Horror2/2d3
SOC315TreasureHarvestables
  • Attack:  (2) Claw 65% 1d6+2+db+1d4 Wither; or Bite (only to grappled opponents) 85% 1d6+2+db+1d4 Wither
  • Skills: Dodge 50%, Grapple 50%, Hide 50%, Listen 50%, Spot 50%, Stealth 50%
  • Special: Darkvision 60’, Immunity to Blindness, Poison, Prickly Skin
  • Weaknesses: Cold Iron (+1d4 damage), Light
  • Habitat: Any dark area.
  • Encounter: Single, pair, or horde (3 – 20)

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.

Poisonous Blood

PoisonTypePOTOnsetEffectSecondary EffectCurePrice
Oz’goth BloodInjury or Ingest15InstantPOT damage-1 ACU1 save100 gp

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, losing 1 ACU until cured. A successful CON roll negates the sickness, though only one CON check per day may be performed.

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 is grappled by the oz’goth they take 1d6 damage per round from the spikes. 

Remnants and Reagents

Oz’goth Blood (Reagent)
A horrible poison.
Value: 100 gp
Harvesting Difficulty: Difficult

Oz’goth Hoard

Oz’goth love silver and gold, but not to hoard it. Instead, they eat it. 
Value 10 gp
Harvesting Difficulty: Average

Oz’goth Mystic

CharacteristicsCV3
StatScore%Speed25’
STR1050HP24
CON1050Dmg Mod0
SIZ1470AV2 (Thick hide)
INT1365ClassMonster
ACU1575TypeNavirite
DEX1260Horror2/2d3
SOC840TreasureHarvestables
  • Attack:  (2) Claw 65% 1d6+2+db+1d4 Wither; or Bite (only to grappled opponents) 85% 1d6+2+db+1d4 Wither
  • Skills: Dodge 65%, Grapple 60%, Hide 60%, Listen 60%, Spellcraft 65%, Spot 60%, Stealth 60% 
  • Special: Darkvision 60’, Immunity to Blindness, Poison, Prickly Skin
  • Weaknesses: Cold Iron (+1d4 damage), Light
  • Habitat: Any dark area.
  • Encounter: Single, pair

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.

Poisonous Blood

PoisonTypePOTOnsetEffectSecondary EffectCurePrice
Oz’goth BloodInjury or Ingest15InstantPOT damage-1 ACU1 save100 gp

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, losing 1 ACU until cured. A successful CON roll negates the sickness, though only one CON check per day may be performed.

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.

Fear

1/day— fear (like spell, mana 1)

Magic:

Mana: 15

Spells: Acid Bolt, Acid Fog, Befriend, Counter Magic, Dark, Dispel

Treasure:

Oz’goth love silver and gold, but not to hoard it. Instead, they eat it. An Oz’goth has about 10 gp worth of either in their belly.

Remnants and Reagents

Oz’goth Blood (Reagent)
A horrible poison.
Value: 100 gp
Harvesting Difficulty: Difficult

Oz’goth Hoard

Oz’goth love silver and gold, but not to hoard it. Instead, they eat it. 
Value 25 gp
Harvesting Difficulty: Average