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Devouring Dead — Other Classes

Atrocity (shapeshifter), Death Leper (doomed front-liner), Mutant (chaos-spell blaster), and Sentient Golem — all from Digressions of the Devouring Dead.

characterclassdevouring-deadatrocitydeath-lepermutantsentient-golem

Devouring Dead — Other Classes

App status: None of these classes are yet implemented in the app. These rules describe the classes from Digressions of the Devouring Dead. Mechanical support requires a separate code change.

Atrocity

Shape-shifting lycanthrope/monster hybrid. Two combat forms: a normal humanoid form and a terrifying bestial form.

Stats (human form): Life 7+L (8 at L1). +½L Attack. Any armor, one-handed/light weapons, slings. Saves as barbarian.

Transformation: Costs one action. On transforming:

  • All vermin and minions must make a morale check.
  • All other characters and retainers must make a L3 fear save or gain 1 Madness.

Beast form: +L Defense. Attack = +L + total Madness points in the party. Wearing armor when transforming costs 1 wound (light) or 2 wounds (heavy); leafsteel breaks without damage. Non-magical armor is destroyed. No armor at all is typical.

Returns to humanoid form at the end of each encounter.

Key synergies: Gains power from party Madness — mutants, death lepers, and succubi raise Madness and thus boost the Atrocity's attacks. Demonologists and cambions (who can't gain Madness) limit this bonus.

Expert Skills: Culling of the Weak, Danger Sense, Deadly Strike, Dual Attack (beast form only), Dying Action, Gladiator, Impervious, Monstrous Mount, Petrifying Gaze, Poison Resistance, Poisonous, Talons, Terrifying Savagery, Wings, Withstand Pain.


Death Leper

Afflicted with an incurable disease, death lepers embrace their fate heroically. The most aggressive melee fighter in the supplement.

Stats: Life 7+L (8 at L1). +L to melee attacks. Heavy or light non-magical armor only. No shields. All melee weapons. Starts with Dying Action free at L1 (one last action at 0 Life). Saves as warrior (but never gets bonuses to saves — only penalties).

Re-roll mechanic: At any time, spend 1 Life or gain 1 Madness to re-roll one failed attack roll. Re-rolls cannot be re-rolled.

Hard restrictions:

  • Cannot use magical Defense items (magic armor, shields, rings of Defense, Escape spells, etc.). Can use other magic items and scrolls normally.
  • Cannot enter shops, inns, or settlements (leprosaries, abbeys, temples excepted).
  • Cannot woo, seduce, or succeed at social/persuasion saves (except intimidation).
  • Cannot give away items without spreading Dark Plague exposure (unless Blessed first).
  • Cannot be resurrected or cured.

Immunities: All diseases (including Dark Plague and lycanthropy; not vampirism). May choose neuroses rather than rolling.

Good Fortune: When the death leper dies, they transfer their post-L1 levels to the next recruited character. Excess levels become non-recoverable Luck points for any party member.

Expert Skills: Culling of the Weak, Deadly Strike, Double Attack, Dying Action (free at L1), Gladiator, Impervious, Leprous Cleansing, Poison Resistance, Sworn Enemy, Terrifying Savagery, Withstand Pain.


Mutant

Victims of chaos-crystal contamination. Bleed uncontrollable sorcery, slowly dying from within.

Stats: Life 6+L (7 at L1). +½L to melee Attack only. Shield only (no armor). Any melee weapon, bow, sling.

Chaos power: Once per combat turn, the mutant can spend 1 Madness or 1 Life as a free action to manifest a chaotic spell in addition to their normal Attack. Choose any spell from the Necromantic or Chaos (CoC) spell table — or roll twice on one to get two spells (one cast this turn, one next; both must be cast, even if harmful).

Madness-triggered casting: Each time the mutant gains 1 Madness, a single random spell is immediately generated and must be cast at an available target (friendly or not). Soul cube requirements are waived. If the spell cannot be cast for any reason, the mutant loses 1 extra Life.

Restrictions: No spell book. Mutant's level is never added to spellcasting rolls. Cannot learn Expert spells. Can use scrolls normally.

On death: Degenerates into a horrific amoebic mangle — all party members gain 1 Madness or 1 wound from shock. Cannot be resurrected or raised as undead.

With Caverns of Chaos: Starts Touched by Chaos at maximum contamination. If killed or goes insane, reborn as a random chaos weird monster. Cannot be cleansed.

Expert Skills: Acute Hearing, Brawler, Culling of the Weak, Continual Light (self only), Danger Sense, Gladiator, Poison Resistance, Strong Will, Sworn Enemy, Terrifying Savagery, Withstand Pain.


Sentient Golem

Ancient constructs animated by eldritch sorcery. Three types: Chaos Golems, Nether Golems, Mithril Golems. A party may include only one at a time.

Stats: Life 9+2 per tier above Basic (does not increase on levelling; gains 2 Life each time the die type advances). +L to both melee Attack and Defense. Saves as warrior. No armor.

Type bonuses:

  • Chaos Golem: +1 saves vs. chaos magic. One chaos crystal restores to full Life. Repaired by wizards/clerics of Akerbeltz or Ter Za Necht.
  • Nether Golem: +1 saves in the Netherworld. One soul cube restores to full Life. Repaired by necromancers, demonologists, cambions, specific dwarves.
  • Mithril Golem: +1 saves vs. fire. Repaired by clerics of Darim, dwarves (non-Possessed clan), gnomes. A Darim Blessing restores to full Life.

Immunities: Poison, famine, ageing, disease, drowning, bleeding. Cannot eat (including magic banquets), drink (including potions), sleep, breathe, be resurrected, acquire Abominable Gifts, become Touched by Chaos, cast spells from scrolls, or be raised as undead.

Immobilised by magical cold (frost spells, frost breath) until a heat source is applied. Takes normal damage from fire.

Healing: Only via Healing spells or manual repair (10 minutes; 1 gp per golem level in materials; a hammer and fire source required). Heals ½ the smith's level, minimum 1.

Starting: No equipment, no starting wealth. Starts with Brawler free (bare fists as light crushing weapons, −1 Attack).

Defensive magic items (except shields) do not work on golems due to built-in magic interference.

Expert Skills: Built-In Weapons (replace a hand with a weapon; +L to ranged attacks with built-in weapon), Brawler (free at L1), Chaos Missile (chaos golems only), Continual Light, Deadly Strike, Dying Action, Gladiator, Hellbane (mithril only), Impervious, Shield Bash, Soul Furnace (nether only), Stone Mastery, Strong Will, Withstand Pain.