Abhoth, Spawn of
Alternative names: Abhoth’s Issue, Crawling Horrors, the Created, Flourishing Madness, Ghozii, Pale Things.
Abhoth’s spawn are numerous and take many forms, each birthed from the Outer God’s bulk, and each one unique in form and appearance. They are complex life forms, although some do not appear to be “finished,” with vestigial limbs and half-formed bodies, while others seem fully realized. Variously, they range in looks from juvenile prehistoric creatures and monstrous mutants to bothersome-looking humanoids and amorphous globs of living flesh. Some can walk or fly, while many simply crawl or glide slug-like. The majority are simple-minded creatures that act purely on impulse. A few seem to demonstrate intelligence and cunning.
Once birthed, many are grabbed by Abhoth’s tentacles to be reabsorbed, leaving a few to scurry away to dark corners to mature into larger manifestations of horror. Of the maturing ones, some find their way into the world to worry humanity, others find the angles to be transported to the Dreamlands and other dimensions. Many of Abhoth’s children remain with their sire, tending to its needs.
Characteristics for the spawn vary greatly; the average rolls shown below are variable, dependent on the Keeper’s whim.
Adherent of the Unspeakable Oath
Alternative names: Bloated Ones, Child of Hali, Nameless Walkers, Sinister Devotee, Servants of Carcosa, Things from Hali, Unspeakable Possessors
The adherents are creatures who have accepted Hastur’s Unspeakable Oath and been transformed into something other. While on earth such creatures tend to be of human origin, other species are lured by the Unspeakable Promise and so the adherents may come in many strange forms.
Once the Oath is recited, Hastur’s will is imposed upon the adherent, changing their physical form into to jelly-like substance, able to walk and squeeze itself through narrow places. The adherent becomes permanently tied to Hastur and performs such commands as pleases the Great Old One, while also attempting to foster new recruits into their master’s service. Severed somehow by magical means from their lord’s will, an adherent either falls stupefied or grows bestial and highly aggressive.
Each adherent’s STR, CON, SIZ, and DEX characteristics are determined by the original host body (i.e. a human host’s characteristics are, in the main, 3D6x5) and multiplied as shown below; for example, a host’s STR of 50 is multiplied by 2 to give the adherent STR 100. INT and POW are set values.
Nightly Feeding: each night an adherent must feed, grasping its victim with its tentacular arms—with a successful attack, the target is held and on the following round is drained of bodily fluids at the rate of 1D10 damage per round until death or the target breaks away (STR or DEX roll opposed by the adherent’s STR). The process is painful, as the adherent forces its wet-jelly fingers into the target’s ears, nose, and mouth. Any damage caused is consumed by the adherent, increasing its STR and SIZ by an amount equal to the damage multiplied by 5 (divide points between the two characteristics); thus, such feeding increases the monster’s bulk over time and may increase its hit points, build, and damage bonus. If an adherent is unable to feed, the following morning it suffers the loss of 2D10 multiplied by 5 points of STR and SIZ (roll for each), which may reduce its hit points; should either characteristic fall to zero, the adherent dissolves into a greasy pool of slime.