Agent Of Chaos Creature (CR +2)

Chaos has no true rulers but it does have agents; these beings by pure happenstance become the personification of change, free will, creativity, individualism, and, to its evil extreme, madness, savagery, solipsism, and selfish overindulgence. They serve neither good nor evil but seek to promote their own often bizarre agendas to promote change in the world. These creatures bear markings of slowly evolving and changing skin tones and curving sigils.

Creating an Agent of Chaos Creature

“Agent of chaos creature” is an acquired template that can be added to any creature (referred to hereafter as the base creature).

An agent of chaos uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Alignment: Change the creature’s alignment to Chaotic Neutral.

Defenses/Qualities: Immunity to magic (an agent of chaos is immune to spells or spell-like abilities that allow spell resistance, save for spells with the law descriptor). Weakness: Vulnerability to law (agents of chaos takes half again as much damage (+50%) from a lawful-aligned weapon or spell with the law descriptor regardless of whether a saving throw is allowed or if the save is a success or failure). It also takes a –4 penalty on saves against spells and effects that cause or use the law descriptor.

Special Abilities: An agent of chaos creature gains the following special abilities.

Chaos Curse (Su): Three times per day, an agent of chaos can make any effect created by her chaos field permanent on a single creature if it is created by a spell 3rd level or higher as if the agent had successfully cast bestow curse on the subject.

Chaos Field (Su): Any supernatural, spell or spell-like ability within 10 feet of an agent of chaos automatically causes a mishap. Continuous magical effects such as those created by magic items trigger only once per chaos field and if the spell is negated it is only suppressed for 1d4+1 rounds. Supernatural effects are considered to have an effective caster level equal to the creature’s HD and its effective spell level is equal to half the creature’s HD.

These effects can be negated with a successful save against the DC of the affected spell or spell-like ability if the spell had no saving throw, this effect is negated by a successful Will Save. The agent can suppress this field as a standard action, reactivating it is a free action.

% Mishap
1 Spell is negated.
2 Spell is negated, the spell slot is not lost nor is a use per day used up.
3 Spell backfires dealing 1d6 per spell level to the caster.
4 Caster of spell develops hiccups (sickened for 1 round per level of the spell).
5 Creatures affect by spell develop blisters in addition to normal effects suffering a -2 penalty on all saves for 1 round.
6 Spell is negated and instead summons harmless butterflies.
7 Spell is negated and instead creates harmless fireworks.
8 Spell affects an additional single target within range in addition to normal effects.
9 Caster’s orifices start to bleed (bleed damage 1d6 each round for number of rounds equal of the level of the spell).
10 Spell is negated and instead creates a harmless rain over caster’s head for 1 round.
11 Spell arcs and affects a number of secondary targets equal to its caster level (maximum 20).
12 Caster is blinded for 1 round, if the spell is 2nd level or higher the blindness is permanent.
13 Spell is negated and instead creates a faire fire effect around the caster for 1 round.
14 Spell gains the alignment descriptor of the caster’s choice and adds +2 to its DC.
15 Most valuable object caster is attending gains the broken condition.
16 Spell is negated and instead causes all the caster’s hair to fall out (hair can be regrown).
17 Upon a failed save the spell deals an additional 1d6 points of energy damage per spell level in addition to its normal effects (1 acid, 2 cold, 3 electricity, 4 fire, 5 force and 6 sonic).
18 Caster is confused for 1 round per level of the spell.
19 Spell is negated and instead causes the caster to grow useless tentacles that fall off after 1 round.
20 Upon a failed save those affected by the spell are deafened for 1 round in addition to its normal effects. If the spell is 2nd level or higher, the deafness is permanent.
21 Caster cowers for 1 round per level of the spell.
22 Spell is negated and instead causes the caster to shout whenever he talks for 1 minute.
23 Spell effect is delayed for 1d4+1 rounds.
24 Caster is dazed for 1 round.
25 Spell is negated and instead causes harmless snowflakes to fall in the area of the chaos field for 1 round.
26 All casters within the chaos field must make a Concentration check (DC 10 + caster level of this spell) to be able to cast spells; this effect lasts for 1 round per level of the spell cast.
27 Caster is dazzled for 1 round per level of the spell.
28 Spell is negated and orchestra music can be heard by all creatures within the area of the chaos field for 1 round.
29 Roll randomly as a grenade-like weapon from spell’s target square. Spell becomes a trap targeting whatever enters that square next.
30 Caster is deafened for 1 round per level of the spell, if the spell is 2nd level or higher the effect is permanent.
31 Spell is negated and a loud flatulent sound can be heard and the whole area of the chaos field smells of an offensive odor (this is harmless).
32 Lower the spell slot used for the casting of this spell by one for purposes of determining spell effects (save DC, damage, duration, etc.).
33 Caster suffers 10 points of damage per caster level of the spell (minimum of 0 hit points).
34 Spell is negated and the caster is harmlessly covered in mud.
35 Increase the spell's variable numeric effects by 50% or add +2 to the DC of the spell’s save (but not both).
36 The spell is negated and the caster gains 1 temporary negative level per level of the spell. Negative levels stack. Assuming the caster survives, he regains lost levels after a number of hours equal to his caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from this effect don't last long enough to do so.
37 Spell is negated and the caster is pelted harmlessly with rotten fruit and vegetables.
38 The spell ignores its current target and fixes on the next closest target that is not the caster within range of the spell. Increase the spell's variable numeric effects by 50% or add +2 to the DC of the spell’s save (but not both).
39 The spell is negated and the caster gains the entangled condition for 1 round per caster level from tentacles of chaos magic. The DC of the entangled condition is equal to the DC of the spell.
40 Spell is negated and the caster is pelted harmlessly with cream pies.
41 Those affected by the spell are entangled for 1 round in addition to the spell’s normal effects.
42 The spell is negated and the caster gains the exhausted condition.
43 Spell is negated and the caster is harmlessly reduced to the minimum height for his size category for 1 day per spell level.
44 Spells that cause a Reflex save (as the DC for the spell) push those affected by the spell out of spell's area in addition to their normal effects.
45 The spell is negated and the caster gains the fascinated condition for a number of rounds equal to the spell’s level.
46 Spell is negated and the caster gains the harmless illusionary appearance of being morbidly obese for his size for one day per level of the spell
47 Double spell's duration; if instantaneous, the spell is recast 1 round later.
48 The spell is negated and the caster gains the fatigued condition.
49 Spell is negated and the caster gains the harmless illusionary appearance of everything he or she is wearing becoming bright pink for one day per level of the spell.
50 If the target is slain within 1 day per level of the spell, the target rises as an undead immediately (undead type is subject to GM adjudication).
51 The spell is negated and the caster loses all remaining actions and gains the flat-footed condition until the beginning of his next turn.
52 Spell is negated; all of the coloration of the caster’s body fades quickly to gray and remains that way for one day per level of the spell. In addition, the caster is mute for one round per level of the spell.
53 Those affected by the spell, in addition to its normal effects, gain 1 temporary negative level per level of the spell. Negative levels stack. Assuming the victims survive, they regain lost levels after a number of hours equal to its caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from this effect don't last long enough to do so.
54 The spell is negated and the caster gains the frightened condition for a number of rounds equal to the spell’s level.
55 Spell is negated and the caster is harmlessly pelted in the face with playing cards that then disappear.
56 Those affected by the spell, in addition to its normal effects, are afflicted with the shaken condition for a number of rounds equal to the spell’s caster level.
57 The spell is negated and the caster gains the incorporeal condition for a number of rounds equal to the spell’s level.
58 Spell is negated and the area of the chaos field is filled with the sound of a harsh and shrill cry of alarm for 1 round.
59 Those affected by the spell, in addition to its normal effects, suffer 1 points of damage per level of the spell to a random ability score (roll 1d6: 1 Str, 2 Dex, 3 Con, 4 Int, 5 Wis, 6 Cha).
60 The spell is negated and the caster gains the invisible condition for a number of rounds equal to the spell’s level.
61 Spell is negated and the area of the chaos field is filled with harmless, multi-colored flashing lights and the sound of dance or festival music for 1 round.
62 Those affected by the spell, in addition to its normal effects, are knocked prone.
63 The spell is negated and the caster gains the nauseated condition for 1 round.
64 The spell is negated and the caster gains the harmless illusionary appearance of always making a rude and insulting gesture to everyone who sees him or her for 1 day per caster level.
65 Those affected by the spell, in addition to its normal effects, are panicked for 1 round.
66 The spell is negated and the caster is stunned and knocked prone for 1 round.
67 The spell is negated and the caster gains the harmless illusionary appearance of always appearing as an onlooker’s most hated enemy for 1 day per caster level.
68 Add a +20 circumstance bonus to overcoming spell resistance or a +10 circumstance bonus to the spell DC vs. one creature affected by the spell in addition to its normal effects.
69 The spell is negated and the caster is paralyzed for a number of rounds equal to the spell’s level.
70 Spell is negated and the caster’s clothing and equipment are rendered invisible as improved invisibility for 1 round per spell level.
71 Spell also creates a summon monster effect in addition to its normal effect as a summon monster spell of half the spell’s level (min. 1).
72 The spell is negated and the caster is petrified for a number of rounds equal to the spell’s level. If the spell is at least 6th level or higher, the caster is permanently petrified.
73 Spell is negated and the caster is harmlessly covered in tar and feathers for 1 day per spell level.
74 In addition to its normal effect, the spell grants the use of the spell to the caster 3/day as a spell-like ability for one day.
75 The spell is negated and the caster is shaken for a number of rounds equal to the spell’s level.
76 The spell is negated and a harmless illusion gives the appearance that the caster is constantly uttering obscenities for 1 round per caster level.
77 Maximize the spell's variable numeric effects or increase the spell’s caster level or DC by 2 (but not both).
78 The spell is negated and the caster is sickened for a number of rounds equal to the spell’s level.
79 The spell is negated and a harmless illusion gives the appearance that the caster’s sex and attire have changed to the exact opposite of his or her current state.
80 Increase the damage dealt by this spell by 50% and transform the damage type to nonlethal or increase the spell’s DC by 2 (but not both).
81 The spell is negated and the caster is staggered for a number of rounds equal to the spell’s level.
82 The spell is negated and confetti starts raining down on top of the caster.
83 The spell is cast as a free action
84 The spell is negated and the caster is stunned for 1 round.
85 The spell is negated and a flock of doves harmlessly fly up out of the caster’s hands and then disappear.
86 Any creature affected by the spell that is slain in the next 24 hours cannot be raised or resurrected.
87 The spell is negated and the caster is rendered unconscious for 1 round.
88 The spell is negated but every creature in the chaos field who would be attracted to your gender is now charmed by you and is sexually attracted to you.
89 Any creature affected by the spell is covered in acidic slime that deals 1d6 points of acid damage per round.
90 The spell is negated and the caster is rendered blind and deaf for 1 round; if the spell is 2nd level or higher both effects are permanent.
91 The spell is negated. The next time a creature makes a successful melee attack against you it also then hugs you (a harmless action) as a free action that does not provoke attacks of opportunity.
92 Double the spell's area of effect or double its number of potential targets (but not both).
93 The spell is negated and the caster suffers a -6 penalty to all stats for 1 round; if the spell is 6th level or higher the effect is permanent.
94 The spell is negated and an illusion covers you making you appear to all senses to be the most famous public figure you know for 1 day per spell level.
95 Any creature affected by the spell is nauseated for 1 round.
96 The spell is negated and the caster’s ability to speak coherently is compromised. Any time he attempts to communicate (including casting spells with verbal components), whatever he says comes out as gibberish.
97 The spell is negated and in the chaos field everyone’s voice sounds extremely high pitched and squeaks.
98 Any creature affected by the spell suffers 10 points of damage per caster level (in addition to the spell’s normal effects).
99 The spell is negated, the caster’s age increases to its maximum age minus one year. (Take the venerable age for the target’s race, then roll as normal for maximum age and subtract 1 from the result. Dragons are immune to this effect.) This is a permanent effect.
100 The spell gains the law descriptor and the chaos field is suppressed for 1d4+1 rounds.

Change Shape (Su): Agents of chaos can assume any form three times per day as if using polymorph.

Infusion of Chaos (Su): All of the base creature’s attacks gain the chaos alignment descriptor, and all supernatural attacks, spells and spell-like abilities that deal damage are altered so that half the damage is dealt by chaos (gaining the chaotic descriptor) (regardless of alignment bypassing certain resistances).

Pandemoniac Corruption (Su): If the base creature is an outsider, it no longer reproduces through normal means. Rather, it infects its victims with a supernatural substance, somewhere between a poison and a plague. Any time someone is injured by its natural attacks, he must attempt a Fortitude save (DC 10 +1/2 the agent’s HD + its Constitution modifier). If he succeeds, the injected substance does not take hold in his system, and he is immune to the agent’s pandemoniac corruption for 24 hours. If the victim fails, a faint oil secreted by the agent of chaos works its way into his bloodstream. The victim appears perfectly normal and healthy for 3d6 days.

Once that time expires, the victim suddenly grows deathly ill. He develops open lesions all over his body, which slowly leak a strange, dull gray fluid. His eyes glaze over with a green film, and he begins to cough up mucus tainted with blood and that same gray sludge. He suffers a penalty of 1d10+5 to all ability scores (roll separately for each), to a minimum of 1. At any point in the process, even before symptoms are visible, a remove disease spell destroys the substance in the bloodstream. Once symptoms are visible, a DC 25 Heal check can also save the victim. Because this requires various herbs and substances that are toxic in their own right, however, each Heal attempt (successful or not) requires that the victim make a Fortitude save or suffer 1 point of Constitution damage.

The victim dies 3d12 hours after symptoms first appear, unless he has been cured. If the victim was a spellcaster who drew on extraplanar sources for his magic (such as a cleric who called on a specific deity, or a wizard specialized in conjuration spells), the corpse immediately bursts open in a cloud of corruption and decay, and a new agent of chaos outsider of the same type and racial hit dice emerges.

Warpwave (Su): A creature struck by any of the agent of chaos’s melee attacks must make a successful Fortitude save (DC 10 + 1/2 the agent’s HD + its Constitution modifier) or be affected by a warpwave.

d20 Warpwave effect
1 Target takes 2 Strength damage.
2 Target takes 2 Dexterity damage.
3 Target takes 2 Constitution damage.
4 Target takes 2 Intelligence damage.
5 Target takes 2 Wisdom damage.
6 Target takes 2 Charisma damage.
7 Target gains 1 negative level.
8 Target is blinded or deafened for 1d4 rounds.
9 Target is confused for 1d4 rounds.
10 Target is entangled by filaments of energy for 1d4 rounds.
11 Target becomes fatigued.
12 Target becomes nauseated for 1d4 rounds.
13 Target is stunned for 1d4 rounds.
14 Target is sickened for 1d4 rounds.
15 Target is staggered for 1d4 rounds.
16 Target gains 4d6 temporary hit points.
17 Target is affected by a heal spell (CL = agent’s CR).
18 Target is turned to stone.
19 Target is affected by baleful polymorph (CL = agent’s CR).
20 Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target.

Spell-Like Abilities: An agent of chaos with an Intelligence or Wisdom score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. All of the creature’s spell-like abilities’s caster levels equal the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).

HD Abilities
1–2 entropic shield 3/day
3–4 lesser confusion
5–6 blink 3/day
7–8 freedom of movement 3/day
9–10 baleful polymorph
11–12 major creation 3/day
13–14 prismatic spray
15–16 polymorph any object
17–18 prismatic wall
19–20 prismatic sphere

Abilities:

Increase from the base creature as follows: Str +4 (+2 to melee attack and damage, +2 to Climb and Swim skill checks, +2 to Strength, and CMB checks, +2 to CMD), Dex +4 (+2 to ranged attacks; AC and touch AC, Initiative, and Ref saves, +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +2 to all of the base creature’s Dexterity-based DCs), Con +6 (+3 hp per HD, +3 to Fortitude saves, and all of the base creature’s Constitution-based DCs), Int +2 (add 1 bonus language, add 1 skill point per HD, +1 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks, and +1 to all of the base creature’s Intelligence-based DCs), Cha +4 (+2 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks, attempts to influence others, and channel energy DCs, +2 to all of the base creature’s Charisma-based DCs).

Reduce the base creature as follows: Wis -4 (-2 to Will saves, -2 to Heal, Perception, Profession, Sense Motive and Survival checks, and -2 to all of the base creature’s Wisdom-based DCs).

Feats: The base creature gains the following bonus feats though it must still meet the prerequisites for the feat in order to gain its benefits: Quickened Pandemoniac Corruption, Quicken Spell-Like Ability (confusion, lesser), and Quicken Spell-Like Ability (confusion).

Organization: Solitary


New feat

Quickened Pandemoniac Corruption (Monster)

Prerequisites: Pandemoniac Corruption, Ability Focus (pandemoniac corruption), Knowledge (the planes) 9 ranks, outsider native to a chaos aligned plane.

Benefits: Your pandemoniac corruption only incubates for the duration of the encounter after your victim has been injured by your natural attacks. One full round after the disease manifests the creature suffers 1 point of Constitution per round until he dies at 0 Constitution (which may be immediately considering the 1d10+5 penalty to Constitution).

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.