[Sounds like static and screeching crystalline minerals tearing themselves apart from within]
AKA The Irradiant Aurora of Pulsing Madness
AKA The Echoing Frequency Beyond Understanding
AKA That Horrible Radioactive Poison That Turned Me Into This
Irk'tk'skrilln is a semi-intelligent flashing orb of EM spectrum radiation careening through the universe at large, like some drunken quasar in miniature. Followed by slavish and mutated attendants in a ragged fleet of cobbled together ships, it sparks life and mutation less often than horrible death, hallucinatory madness, and slow poisoning.
Nobody said religious fanatics were a reasonable lot.
Followers of Irk'tk'skrilln
Number Appearing 1d100
Appearance : Humanoid-ish, Horribly Mutated, Covered in Radiation Burns, Adorned in Brightly Colored Strips of Cloth.
1 HD, 12 AC, MV 40, # Attacks 1, Damage 1d3 (Claws, Thorn Tentacles, Teeth-hands, etc) or by Weapon, Special Abilities: Clerical Magic, Extremely Radioactive.
Clerical Magic – There is a 25% chance that 1 of the Followers present can cast 1 randomly determined Level 1d4 Cleric spell. Spell casting is usually accomplished through self mutilation.
Extremely Radioactive – Being within 10’ (3 m) of a Follower requires a Sv. vs. Poison to avoid taking 1 damage per round spent in proximity to any Follower. The same applies to being inside their ships, but no save is allowed.
Goals : Gather new faithful and mutate into a perfect being.
Disposition : Alternates between violent frenzy and obsequious, fawning worshipfulness.
Possessions: Weapons, Brightly Colored Strips of Cloth, Radiation Meds, Psychedelic Substances, Halitosis.
Being within 1 mile (1.6 km) of the being forces a Sv. vs. Poison each round or roll on the following chart:
[Excellent Shields can get you to within 100’ (30.5 m) safely. Being outside of a ship and that close simply obliterates you.]
1 | Roll on campaign’s mutation chart.
2-10 | Charisma is permanently reduced by 1d6 due to horrific scarring, gain permanent +1 to all Radiation Saving Throws. Character is riddled by beatific visions and unable to function for 1d4 rounds.
11-50 | 1d12 Permanent Damage to a Randomly Determined Ability Score.
51-100 | 2d6 Radiation Damage.
This being cannot be harmed, nor can it communicate. It doesn’t understand why it’s being followed, nor does it much care. It is a completely alien being. If it does have actual thoughts, they are too inhuman to be relevant.None of this stops folks from praying to Irk'tk'skrilln.