Another near-power, and one of the famous old-school lower planar entities, Anthraxus is one of the few Yugoloths with a cult. He was once the Oinoloth and strives to become so again, and uses his cult not to propel him to godhood but simply to advance his many agendas.
Anthraxus (PDF Version)
(The Decayed, Harbinger of Disease and Decay, the Former Oinoloth, the Deposed)
Near Power of the Gray Waste, NE
Portfolio: Disease, plague, pestilence, disfigurement
Aliases: None
Domain Name: Wanders (formerly Oinos/Khin-Oin)
Superior: None
Allies: None known
Foes: Mydianchlarus, Yrkhetep (dead)
Symbol: Rotting or diseased ram’s head
Wor. Align.: LE, NE, CE
Of all the yugoloths, there are perhaps none so personally powerful as Anthraxus (an-THRAKS-uhs) the Decayed. He embodies the disease that shares his name, as well as plagues in general. Until recently he held power over much of the yugoloth race from Khin-Oin, the Wasting Tower, but now he wanders the lower planes, deposed from his position and plotting revenge.
Most residents of the Outer Planes believe that the so-called lords of the yugoloth race, including Anthraxus, Bubonix, and Typhus, are just powerful and influential ultroloths. In many cases, this is true, but for that trio as well as a number of others, they are in fact something more: An altraloth. Unlike most other types of yugoloth, the altraloth is neither a normal caste among their kind, nor one of their special creations like the canoloths or guardian yugoloths, for they are the creation of an outside power entirely. The process of transforming a yugoloth into an altraloth is known only to the night hags, and it requires a covey working in concert to enact the transmutation. Of course, the night hags do not do this on a lark; altraloths are created to be their champions and contracted to handle a specific task. The danger to a yugoloth who agrees to the process is great; many do not survive the process. However, for those few who do, great power can be theirs to do as they wish once their contract is completed and this is exactly why Anthraxus agreed to undergo the transformation centuries ago.
Anthraxus, already a powerful ultroloth at the time, was transformed by a covey of night hags who had managed to greatly offend the newly formed Order of the Planes-Militant. Paladins of the order led large-scale crusades against the hags in the Gray Waste, greatly disrupting their trade in larva. After the lengthy ritual of transformation, Anthraxus emerged in his present form and descended upon the hags’ foes. He hunted the paladins to their hidden bastions and embarkation points throughout the lower planes and destroyed them all in the space of a year, far swifter than the hags had expected. With his contract complete, he immediately returned to the ranks of the yugoloths and wrested control of the Wasting Tower from the previous Oinoloth. Little is known about this predecessor, although some rumors claim the creature is imprisoned within a tower in the center of an abandoned city deep beneath the surface of Oerth.
Anthraxus ruled from Khin-Oin for centuries, deftly outmaneuvering all of his rivals who sought to challenge his position and claim it for themselves. He used every method at his disposal, and even leaked unrelated plans of his enemies to the forces of good so they would either eliminate or weaken them, as was the case with the ultroloth Yrkhetep. Of course, if the heroes failed and were slain that just meant there were fewer such heroes out in the multiverse. Besides ruling the yugoloths of the Wasting Tower, the Harbinger of Disease and Decay is widely believed to have spread a variety of plagues throughout the planes, as well as developing even deadlier diseases, including the Pox (known colloquially as the Scourge of Anthraxus), Abyssal Rot, and the Hive Plague, although he has never admitted to being responsible for these deadly maladies. During this time, Anthraxus the Decayed began to cultivate worship of himself on the Prime Material Plane; he had no desire to elevate himself to true divine status, but he saw it as an effective way to enhance his personal power and also spread the influence of the yugoloth race. Unfortunately for Anthraxus, the status quo rarely lasts and finally one of his rivals succeeded in doing what he had done before. Details of the usurpation are unknown, with rumors claiming that an alliance of ultroloths finally succeeded in forcing him off his throne, or that the new Oinoloth, an ultroloth named Mydianchlarus whispered some secret into Anthraxus’s ear that was so dark and powerful he was compelled to leave his throne and flee the tower.
Since his exile from Khin-Oin, Anthraxus has had but one goal: to regain his position of Oinoloth. However, his mercenary nature in that role has left him with few reliable allies now that he has lost the power of the Siege Malicious, the throne at the top of the Wasting Tower. It is widely believed he is currently seeking sponsorship among the powers of the lower planes, looking to parlay service as a proxy into power he can use to reclaim the lost throne. As yet, he seems to have had no success in his search. There are some more conspiracy-minded individuals that hold this search is a ruse designed to lull his enemies into believing weak and desperate, a tactic that could allow him to strike with surprise once he has gathered forces in secret. If this is the case, it may be that Anthraxus is looking to strike a deal with either Bubonix or Typhus, each altraloths themselves.
Unlike many of his predecessors, Anthraxus actively sought to encourage small cults dedicated to himself to spring up, but only become large enough to grant him influence on the Prime Material Plane and never actually elevate him to the status of a true divinity; he believed that doing so would have forced him to abandon his position as the Oinoloth. When cults became dangerously large, he would either leak information about them to goodly forces, allowing some to be culled, or promise great power to the leaders of the cult but neglect to inform them of the great dangers such power carries with it. Since his exile from Khin-Oin, Anthraxus has neglected his cults to a degree; he is confident he can rebuild them once he regains the Siege Malicious anyway.
Anthraxus’s Form (20-HD Yugoloth)
Anthraxus appears as a 10-foot-tall humanoid with a ram’s head grossly deformed by disease and matted wool that drops away in clumps. Flecks of spittle and foam surround his mouth and the boils covering his skin constantly burst, spraying out foul, oily pus. He wears a grey suit and cape, once clearly of the finest cloth but now rotting and covered in parasites. He has also been known to appear as a simple ultroloth. Full details of Anthraxus’s physical form can be found in Dragon Magazine Annual #2 (1997) in the article Pox of the Planes. As he has no desire to truly ascend to godhood, he will continue to use this form into the future.
Other Manifestations
The Harbinger of Disease and Decay currently has no ability to manifest his power on the Prime Material Plane besides subtle communication with his followers. At this time, other than granting spells, he is too focused on regaining his position as the Oinoloth to even do that. Should he regain his throne at the top of Khin-Oin, he will be able to take a slightly more active role and be able to send minor items of power or the means to summon lesser or guardian yugoloths to his followers in exchange for sacrifices.
Anthraxus is served primarily by lesser and guardian yugoloths and minor undead; prior to losing his position as Oinoloth, he could call on the services of many lesser and greater yugoloths (save other altroloths and baernoloths) as well. He never expresses his favor except through continued support, but his displeasure is extreme with failure, as he has no compunction about turning his servants upon those who have failed him.
The Church
Clergy: Clerics, specialty priests, shamans, wizards
Clergy’s Align.: LE, NE, CE
Turn Undead: C: No, SP: No, Sha: No, W: No
Cmnd. Undead: C: Yes, SP: Yes, at −2, Sha: No, W: No
All clerics, specialty priests, and shamans of Anthraxus receive religion (Anthraxus) as a bonus nonweapon proficiency. Furthermore, all clerics, specialty priests, and shamans are especially susceptible to contracting diseases, making their saving throws with a −4 penalty; however, while in good standing with the Harbinger of Disease and Decay they are immune to all negative effects of diseases except for a loss of Charisma. Finally, as a near power, Anthraxus can only grant up to 3rd level spells to those on the Prime Material Plane. When he was the Oinoloth, he was able to grant spells as a lesser power through the influence of the Siege Malicious; should he regain that position he will once again be able to grant such power to his followers on the Prime.
Cults of Anthraxus must maintain secrecy wherever they form, for few other faiths tolerate their presence. They usually play on fears or insecurities to recruit weak-willed people and turn them into fanatics through intense indoctrination. They typically conduct their worship in hidden temples outside of settlements, for too much contact with those outside of the cult both weaken their hold on lay members and risk discovery, although limited contact in order to surreptitiously spread plagues is common by middle-ranking clergy. In some cases, especially among tribal societies, the cult manages to dominate the political positions and drive out other faiths and challenges to their power. Such tribes rarely survive more than a generation or two as disease runs rampant and wipes out most of individuals and neighboring communities go to war to destroy the heretics and plague-bearers; those that manage to survive longer usually do so through the luck of natural disease resistance and careful treatment of disease symptoms.
Temples dedicated to the Harbinger of Disease and Decay vary wildly, often being built into ancient underground ruins or caves. Large, above ground edifices are extremely rare, only being built where their faith is openly accepted, which is nearly unheard of. Interior decorations are often once-fine material that is dirty, rotted, tarnished, or otherwise showing signs of squalor and filth. While the altars used in the temples vary, onyx slabs with crystal legs are favored. A representation of Anthraxus always dominates the main worship chamber, and other statues are common, often of people afflicted by horrible diseases.
Novices in the service of the Harbinger of Disease and Decay are known as Contagions. Full priests of Anthraxus are known as Lords (or Ladies) Pestilent. Specialty priests are known as charbons. In ascending order of rank, the titles used by the priesthood are Ledegog, Midegog, Degog, and Archdegog, which is the highest rank in a cult, and there will only ever be one in any congregation. The clergy of Anthraxus consists mostly of clerics (64%), with specialty priests (15%) and wizards (9%) rounding out the rest; shamans (12%) are only found in tribal societies where his influence has gained traction. Humans (74%) predominate among his cults, with much smaller numbers of humanoids (orcs, goblins, etc.; 13%), demihumans (dwarves, elves, etc.; 9%), tieflings (3%), and a smattering of other races (1%). The priesthood of the Harbinger of Disease and Decay is heavily weighted towards males (88%) compared to females (12%).
Dogma: Power comes through terror and sacrifice. Unleash diseases and plagues upon your enemies; watch them writhe and wither underneath the epidemics you bring. Strength comes from surviving the ravages of disease, and only the worthy are fit to gain this strength. Weed out the weak among your ranks so that only the best can receive the reward of faith.
Day-to-Day Activities: Members of Anthraxus’s faith live together and keep themselves apart from others unless they manage to dominate a settlement or community. Lesser members focus on the needs of their cult, such as gathering food or guarding their temple. As members advance in the ranks, they spend more of their time on religious duties, directing raids and sacrifices, and plotting plague outbreaks. Many members, especially lower ranked followers with little prospect of advancing, become unbalanced and erratic as disease ravages their bodies and minds, but this also tends to make them fanatically loyal to the cult.
Important Ceremonies/Holy Days: Regular sacrifices are required of the clergy of Anthraxus, at one-month intervals. Such sacrifices are typically livestock or captured humanoids, although anything of halfling size or larger is sufficient. Sacrifices are made at precisely midnight, with all members of the faith, including lay followers save those necessary to guard their temple, gathering to chant for the hour leading up to the appointed time. Once per year, a more elaborate sacrifice is necessary, this time of a young, healthy intelligent creature in the prime of life with no apparent blemishes or infirmities. The followers participate in a full day of chanting in the lead-up to this ritual. The precise date of these events varies from cell to cell and are often set by the founding of the cult or the first known cases of a historical plague; once set, they must be observed precisely or lose the favor of the Harbinger of Disease and Decay.
Major Centers of Worship: No sites of Anthraxus’s faith have gained widespread prominence and survived assaults from hostile forces. Cults attempt to maintain a low profile and secrecy, often moving if their temple becomes known.
Affiliated Orders: The cult of the Decayed One sponsors no martial or monastic orders, although independent wizards have been known to forge pacts with the Former Oinoloth in attempts to gain power, and they may ally themselves with his cult.
Priestly Vestments: Cultists of the Harbinger of Disease and Decay wear hooded robes with sashes when conducting ceremonies. Lower-ranked priests and lay followers wear simple crimson robes with black hoods and sashes, while higher-ranked priests are garbed in black robes and hoods with sashes of red and gold. The holy symbol used by the clergy is an amulet depicting a skull distorted by disease; those of the higher ranked priests are often enchanted with a semi-permanent effect that grants them an effect similar to protection from good. This enchantment is tied to the priest’s lifeforce and fades upon their death; while wearing their holy symbols they gain a −2 bonus to their armor class when attacked by good-aligned creatures and attack such creatures with a +1 bonus.
Adventuring Garb: When combat is expected, members of Anthraxus’s clergy favor armor that can be worn under their robes, such as leather or mail. Magical protections such as bracers or rings are especially favored if they can be acquired. Priests typically arm themselves with staves, maces, or flails, and they often coat the damaging ends with offal or filth in hopes anyone they face catches some disease if they survive.
Specialty Priests (Charbons)
Requirements: Constitution 12, Wisdom 10
Prime Req.: Constitution, Wisdom
Alignment: NE
Weapons: Blowgun, bows, crossbows, dart, scourge, scythe, sickle, staff, whip, plus poison
Armor: Any
Major Spheres: All, animal, healing (reversed only), necromantic, summoning, weather
Minor Spheres: Combat, divination, protection (reversed where applicable)
Magical Items: Same as clerics
Req. Profs: Herbalism
Bonus Profs: None
- Charbons can be of any race capable of becoming a priest, although most are human.
- Charbons are not allowed to multiclass.
- Charbons make all saving throws versus disease with a −4 penalty. This includes disease-like curses such as mummy rot, but not lycanthropy. While in good standing with Anthraxus, they are immune to all harmful effects of diseases save a loss of Charisma. In fact, to advance in level past 3rd, they must contract a new disease for each level they wish to achieve (1 disease at 4, 2 at 5, etc.). Any Charisma losses due to disease become gains amongst the clergy and lesser yugoloths, such that a disease that has caused a loss of 1 point of Charisma counts as a +1 bonus to the charbon’s original Charisma among the clergy of the Decayed One, as well as with lesser yugoloths. Finally, a charbon must have a Charisma of no more than 12 with those not of their faith in order to rise above 7th level.
- Charbons can cast cause light wounds (as the 1st-level priest spell) once per day. This rises to twice per day at 5th level and 3 times per day at 10th level.
- At 3rd level, charbons can cast detect disease or putrefy food and drink (as the 1st-level priest spells) once per day.
- At 5th level, charbons can cause disease (as the reverse of the 3rd-level priest spell cure diseases) once per day by laying on hands, much as a paladin.
- At 7th level, charbons can cast summon insects (as the 3rd-level priest spell) once per day. However, the insects called are always disease-bearing varieties (ticks, mosquitoes, fleas, etc.), and those damaged by the swarm have a 10% chance per point of damage to contract a fatal or debilitating disease (50% chance for each; normal saving throws vs. poison apply). This and all following powers are no longer available to charbons; they will regain access to them at such time Anthraxus reclaims the position of Oinoloth.
- At 10th level, charbons can cast contagion (as the 4th-level wizard spell) or plague curse (as the 4th-level priest spell) once per day.
- At 15th level, charbons can cast scourge (as the 5th-level priest spell) once per day.
Anthraxian Spells
1st Level
Plague Appearance (Pr 1; Illusion/Phantasm) Reversible
Sphere: Necromantic
Range: 10 yds.
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
With this spell, the caster can wrap the illusion of a serious illness around a single person. Any serious malady can be chosen for this illusion, so long as the caster has witnessed a person afflicted with it at least once. Symptoms such as boils, coughs, fevers, and wheezing can all be created with this spell if appropriate for the chosen malady. However, the victim of this spell is never aware of the illusion unless it is brought to their attention by others; perception of the symptoms exists only for others who encounter the victim. This illusion persists for one day per caster level or until dispelled; those who actively disbelieve the illusion do so with a successful saving throw versus spell; examining the victim with a successful healing proficiency check grants a +4 bonus to the save. This only breaks the illusion for that particular creature, although they can inform others of the nature of the illusion. Note that conditions that cause a significant incongruity, such as an illness that causes paralysis or does not affect the victim’s race or gender, forces automatic disbelief checks in those who encounter the victim. As this is not a real disease, cure disease has no effect, but remove curse and dispel magic work normally. Creatures immune to diseases can still be affected by this spell.
The reverse, health appearance, disguises symptoms of most diseases, including boils, lesions, coughs, and the like. As this is purely illusionary, the creature affected gains no abilities they have lost to the disease; a paralyzed creature can’t walk, a leprous individual doesn’t regain fingers, etc. Disbelief is handled as above, but those who believe the illusion may suffer a −1 to −4 penalty to any saving throws to avoid contracting a disease a creature cloaked in health appearance may be carrying, at the DM’s option.
The material components for this spell are the priest’s holy symbol and a small jar of actor’s makeup.
2nd Level
Pestilent Summoning (Pr 2; Conjuration/Summoning)
Sphere: Animal
Range: 20 yds.
Components: V, S, M
Duration: 1 rd./level
Casting Time: 1 rd.
Area of Effect: 1 pack of rats
Saving Throw: Special
This spell summons a large pack of rats that the caster can direct at their enemies. 2d4 normal rats, plus 2 per caster level appear within range, and they have a double chance of infecting any creatures struck with a disease (10% per wound rather than 5%). At 10th level, the caster instead summons a single cohesive pack of rats (4 HD, 4 points of damage automatically per round, unaffected by individual attacks, 20% chance of transmitting a disease). At 15th level, the caster summons two whole packs, and at 20th, they summon three packs.
Alternately, at 10th level, the caster can summon 3d12 giant rats. These giant rats can be directed at multiple targets, and similarly have a 10% chance of transmitting a disease.
The material component for this spell is a small musical pipe.
4th Level
Transference of Anthraxus (Pr 4; Alteration)
Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: 2 creatures
Saving Throw: Special
This spell allows the caster to transfer a single disease, curse, geas, or other condition from one creature to another. Both creatures (either of whom can be the caster, although neither need be) must be touched for the entire duration of the casting; at the conclusion, the target creature must make a saving throw vs. petrification to resist the transfer. This saving throw is penalized by −1 for every four levels of the caster.
If the transfer succeeds, the target creature is immediately afflicted by the transferred condition, ignoring onset times or other conditional events unless the originating creature was still in such a period. Further, this transferal bypasses granted immunities to diseases and other afflictions, although inherent immunities still apply. For example, normal diseases can be transferred to paladins, but not undead or otyughs. Finally, care must be taken with odd interactions; if there is any doubt as to whether a creature can receive a condition, a DM should err on the side of preventing it. Note that most curses and geases fail on animals, golems, and unintelligent undead.
The material component necessary for this spell is 500 gp worth of incense that must be burned for the whole duration of the casting.
Really nice. I remember a Dragon Magazine with a article about these quasi divine yuguloth, and left a hint (free to interpret as the reader wanted) about they being the Four Horsemen: their portfolios were tied to war (General of Gehenna), pestilence (Anthraxus, Bubonix), death (Charon), and famine (?).
Love the commitment & dedication that you have to continue this series, it’s very inspiring & I hope your depression is better!
Thank you, I’m definitely working on getting it under control!