Eruthnul (Greyhawk Action)

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Chaotic Evil, Third Generation Oerdian god

Eruthnul the Lord of Slaughter is the third born of the noble sons of Velnius and one of the of the oerdian noble gods, he figures in many important myths. He is the eternal enemy, the chaos beyond the border that constantly threatens all that is good. All Oerdian gods have fought him at one time or another, and his depredations can justify even Hextor’s harsh rule. Because of his opposition to order, revolting peasants sometimes turn to him.

Erythnul (eh-RITH-nul) is the undisciplined counterpart to Hextor, possibly predating him and losing worshipers to his ordered and intelligent rival. This Oeridian god is a terrible sight to behold, with ruddy skin, red garments, a brutally strong build, and a great stone mace that is pierced to cause a fear-inducing shriek when he swings it. His title comes from his appearance in battle, as his features change between human, gnoll, bugbear, ogre, and troll, and his spilled blood becomes an allied creature of like type. His symbol is a red blood drop or a hideous mask.

Destroy anyone who would take what is yours away from you. Covet that which you do not own. Blessed is he who can take something from a rival. Maim those you cannot destroy, and cause fear in the hearts that you cannot maim. Bloodshed for its own sake is reason enough, and if you can shed the blood of a hated enemy, so much the better. When Erythnul's gift of blood rage comes upon you, be sure to use it well.

Clerics of Eruthnul indulge in wild hunts across the land. They drive the hunt to make it as dangerous as possible to prey and predator alike, and try to ensure that its bloody finale takes place in a settled area. Common folk do not appreciate having desperate wolves, displacer beasts, and the like chased through town, and they tend to hate and fear Eruthnul’s faithful— which is the whole idea. Eruthnulite clergy also preach the joy and bounty of the hunt and raiding. They work to destroy civilization. To this end, they stage hunts, raids, and acts of vandalism that are popular with outlaws and bored young nobles.

Any site where great bloodshed has occurred is considered a holy place by the church. Erythnul's clerics are cruel, sadistic, and hateful. They foment rebellion, murder, and riots in civilized areas, lead troops of bandits, raiders, or nonhumans, and commit murder when they grow bored. They deface beautiful things and disfigure attractive people for fun. They aren't above betraying their own allies to suit their own motives or protect their own hides. They travel to bring ugliness and strife to pleasant places or to escape those that would persecute them.

Alignment: Chaotic Evil

Weapon: Heavy mace

Symbol: Red blood drop or a hideous mask.

Action Techniques: Charm, Impress, Melee.

Pathfinder Domains

Chaos (Demon), Destruction (Rage), Evil (Demon), Liberation (Revolution), War.

Pathfinder Traits


Smash or consume an assortment of items, preferably something fragile, aesthetically beautiful, or with significance to a good-aligned deity (particularly Heironeous). The more devout servants of Eruthnul seek out and hoard particularly expensive, artistic, or rare items, such as fine bottles of wine or delicate curios, to destroy during their obedience. Roll in the shards of the destroyed items, howling and shouting praises and curses invoking Eruthnul, until the shards draw blood and your lungs ache. Gain a +4 bonus on attack and damage rolls against objects.


  1. Destructive Force (Sp) break 3/day, bull’s strength 2/day, or shatter 1/day
  2. Bestow Destructive Smite (Su) You can bestow the Destruction domain’s destructive smite granted power upon an ally. As a standard action, you can spend one use of your destructive smite to grant its power to any ally within 30 feet, channeling into him the erratic force of Eruthnul’s rage. Your ally must make the destructive smite within 1 round of being granted the power or its use is wasted. Your ally uses your level to calculate the power of the destructive smite. If you don’t have access to the Destruction domain, you instead gain access to the destructive smite granted power but only for your personal use, as normal.
  3. Apocalyptic Ally (Sp) Once per day as a standard action, you can tear a violent breach between your location and the Outer Rifts—the deepest, foulest pits of the Abyss—and summon forth a pair of nyogoth qlippoth (Pathfinder RPG Bestiary 2 224). You gain telepathy with the creatures to a range of 100 feet, and they follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back into the Abyss. The qlippoth don’t follow commands that would cause them to act in overtly good or lawful ways. Such commands not only earn terrifying roars from the creatures, but could cause the nyogoths to attack you if the command is particularly egregious.


  1. Agent of the Beast (Sp) protection from good 3/day, rage 2/day, or righteous might 1/day
  2. Destructive Spell (Su) By calling on the rage of the Rough Beast, you gain the ability to deal terrific damage with your spells. You can use this ability when casting a spell that deals hit point damage and has a casting time of 1 standard action or less. You can choose to cast the spell as a full-round action to gain a +4 bonus to its save DC. In addition, you treat all 1s rolled on your damage dice for the spell as 2s instead.
  3. The Destroyer's Gifts (Su) You feel the touch of an alien presence at the corner of your mind, as if something hungry and hateful had taken root and now holds a measure of dominion over your thoughts. You gain an extra spell slot of the highest spell level you can cast. If you prepare spells, you can prepare one spell in this spell slot every day from the Chaos or Destruction domain spell lists. You may choose any spell from the lists even if you are an arcane spellcaster, and you can change this spell selection every time you prepare spells. If you are a spontaneous spellcaster, you can cast one spell from either of the domain spell lists as if it was on your known spells list. You can cast this spell only once per day, though you can choose a different spell to cast each time you regain your spells for the day.


  1. Inexorable Death (Sp) doom 3/day, death knell 2/day, or aura of cannibalism 1/day
  2. Wicked Claws (Ex) Your fingernails grow into thick, jagged talons, unevenly matched and vaguely resembling the spurs of a giant insect or the fangs of some unspeakable beast. You gain a pair of claw attacks. These are primary natural attacks that deal 1d8 points of slashing damage if you’re Medium or 1d6 points of damage if you’re Small.
  3. Disintegrating Blow (Sp) Once per day, you can channel a glimpse of Eruthnul’s hatred through your weapon, recreating the effects of disintegrate. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted by disintegrate cast by a wizard of a level equal to your Hit Dice (maximum CL 20th). If your attack misses, the disintegrate effect is wasted.

Antipaladin Code

The antipaladins of Eruthnul seek their master’s attention, and ultimately to transcend and destroy him. Their code is simple, brutal, and direct, and its tenets include the following adages.

  • The world is my playground. Weaker creatures are my toys.
  • Those stronger than me are role models. I obey them as long as they have immediate power over me. I kill them when I can.
  • I take what I can, crush and piss on the rest. If I can't have the good things, neither can you.
  • I will die standing.