Nerull (Major Deity)

AL: Neutral evil
WAL: Any evil
SoC: Death, Darkness, Underworld
SY: Skull and scythe
CR: Rust-red
PN: Tarterus

Nerull, the patron deity of covert activity, is known as the
Reaper, Foe of all Good, Hater of Life, Bringer of Darkness,
King of all Gloom, and Reaper of Flesh. He is the deity of
all who embrace evil for enjoyment or gain. Many evil
humans and some humanoids pay homage to Nerull. In
wicked lands, such as the Great Kingdom, temples of
Nerull operate openly. Elsewhere his temples operate
secretly in subterranean vaults. Services to Nerull are
conducted in darkness, with a litany glorifying death and
suffering. Blood sacrifices are common. Altars are made
of rust-colored stoen; service pieces are copper and malachite.
 

Nerull's Avatar

HD: 20
THACO: 12
SpA: CL/MU 14/14
MV: 15" / 45"
AC: -4
hp: 90
#AT: 1
Dmg: 5-30
MR: 50%
SZ: M
 
 
S: 15  I: 16  W: 19 
D: 18  C: 18  CH: 14 
Com: - -



Nerull appears as a skeletal figure with dull rust-red
skin. His skull-like head has locks of dark green, ropey
hair. His eyes are a green, suggesting verdigris; his talons
and teeth are the same hue. He wears a black cowl and carries
the Life Cutter, a red-veined sablewood staff. He <>
appears on the Prime Material Plane only during darkness.

Nerull can fly. All senses--including infravision <>
and ultravision--are twice as effective as the human norm. <>
Furthermore, his vision cannot be obscured by darkness or
clouds, magical or otherwise. This makes him, for all practical
purposes, immune to surprise, except through some
extraordinary means. Once per day, Nerull can summon
three demodands of the same type. THe summoning takes
three segments, and the creatures appear 1d8 segments
later. The creatures serve willingly.

His most common avatar is struck only by weapons of +2
or better weapons, and has the abilities of a 17th level
thief.

Nerull generally carries one or more cursed magical
items. Among his favorites are a necklace of strangulation,
a [bag of devouring], a [rug of smothering], and a [poisonous cloak].
Sometimes, he simply leaves these items lying about
where they can hurt the greedy or unwary, but usu. he
uses these items offensively, preferably from behind.

The Life Cutter is actually a scythe. At Nerull's command
a huge blade of red force extends from its tip. The
blade is equal to a +5 weapon. With it, Nerull can sweep a
180-degree arc 10 feet long and 2 feet deep. Each creature
within the arc is subject to attack (normal to hit roll required).
Even creatures in Astral, Ethereal, or gaseous form are affected.
Victims struck must save vs. death or expire instantly;
those saving suffer 5d6 damage.
Creatures from, or dwaring energy from, the Positive Material
Plane suffer double damage. Undead struck by the blade crumble to dust unless
they, too, save vs. Death.
The double-damage and death effects are negated by a successful
magic resistance roll, but the base damage is not.


-
Nerull's Clerics

AL: Any evil
RA: Rust-red or black garments
AEx: 5%
WPN: staff*, plus specials
SPH: Astral, Combat, Divination (minor), Healing, Guardian, Necromantic, Sun (reversed)
SPL: none
ADD: ebony tendrils, [command], [pass without trace], [sanctuary], [hold person],
[obscurement], [withdraw], [dispel magic], [meld into stone], [quest], [part water],
[aerial servant], [word of recall], [succor]

Clerics of Nerull dress in rust-red or black garments. All
carry the skull and scythe either openly or cleverly hidden
somewhere on their persons. All of Nerull's clerics are
trained to be alert, and are surprised only on a roll of 1. At
1st level, clerics are trained to USE small sickles (equal to
daggers). At 5th level they learn to use scythe-like pole
arms (treat as hook-fauchards). These weapon proficiencies
are in addition to the cleric's normal weapons. Nerull's
clerics never share secrets or confide in anyone.

Additional Spell
 
 

Ebony Tendrils
(Conjuration/Summoning)


L^: c5
-
R#: 10 yards
-
D^: 5r 
C^: v.s.m 
-
CT: 5s 
-
S^: Negates 
A^: Special 
-
!@@
-
!##

Effect: This spell summons a lump of blackness five feet in diameter
with four 10-foot arms radiating from it, 90 degrees
apart. Touching the central lump causes death unless a
save vs. Death is made. The arms attack with the same
chance to hit as the cleric casting the spell, inflicting
d10+2 HP of corrosive and constriction damage.
Creatures struck have one chance to break free, which is
the same ast eh chance to open a door. (If the chance to open
doors is unknown, assume that smaller than man-sized
creatures escape on the roll of a 1 on 1d6, man-sized creatures
on a roll of 1 or 2 on 1d6, and larger than man-sized
creatures on a 1,2, or 3 on 1d).

The round after scoring a hit, an arm retracts into the
central lump, where the victim in its grasp must save vs.
Death. Thereafter, the victim is held fast, and continues to
suffer corrosion and constriction damage, but continued
contact with the lump does not cause additional saves vs.
death. Broken arms retract into the central lump without
making further attacks. Arms holding dead creatures continue
to hold them until the spell duration expires.

MC: Nerull's unholy symbol (the skull and scythe) and a small, rusty iron ball.
 


Quote:
Originally posted by Upper_Krust
Hi Gary mate! 

[snip]

1. What kind of beast was Putriptoq (Nerull-Infestix' steed)?
 


The steed that Infestix rode was never stated out by me, but I envisaged it as a sort of a cross between a nightmare and one of the mounts ridden by the Four Horsemen of the Apocalypse.
 

Quote:
Originally posted by Upper_Krust
 

Hello again Col_Pladoh mate! 

[gross snippage]


Thanks again.
Welcome Upper_Krust 

You are correct in supposing that I was not considering a Biblical type of treatment of the Four Horsemen, so War and Famine were not represented by that nasty lot headed up by Nerull.

Ciao,
Gary
 
 


Erythnul was my conception, and it was inspired by need in the pantheon being created, and the "Demon of Blood & Seed" from Hindu mythology provided the conceptual basis for one of his capabilities.
 

Quote:
Originally Posted by med stud
Hi Gary (and merry christmas and happy new year!!)

I was wondering something about the names of Erythnul and Nerull; Erythno means red or something like that in latin or greek, and nero means black. Did you name Erythnull and Nerull with that in mind?
 


Yuletide Greetings, Med Stud,

You are on target with the above. Erythnul was conceived of a bloody, Nerull as dark and against life.

Cheers,
Gary


 
 



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