Urgot are disfigured mutants cursed by dark [[sorcery]] who are shunned by the societies to which they once belonged. All urgot were once mortals who were either exposed to incredibly powerful arcane phenomena, or were born with the power of [[Magic|Chaos]] but never learned to master it. In either case, the unfathomable forces of the Beyond did not kill them outright, instead inflicting drastic and permanent mutations. These mutations vary wildly, from deformed limbs to chitinous claws and slimy tentacles, but no matter their variety all urgot are intensely hideous, possessing wrinkled [[Magic|Chaos]]-burnt skin, cleft lips, sunken noses, discolored eyes, among other disfigurements. When a mortal is transformed into an urgot they typically lose the majority of their memories, though some manage to retain more than others. Many urgot glimpse only brief flashes of their past lives in distorted dreams or half-remembered histories; some mourn their old selves with great woe, while others choose to embrace their fates. Urgot do not eat or drink like other mortals, instead they must feed upon sources of magical power, often enchanted relics or charms. If urgot fail to feed on [[Magic|Chaos]] for a long period of time, they will begin to succumb to madness and rabidity. These feral urgot lack any capacity for reason and attack other beings on sight; they gather in packs and search feverishly for any [[magic]] to consume. It is these violently hostile creatures that many associate with the name 'urgot,' and as such most mortals reject them all, no matter their sapience.
- **Age:** Urgot can live for millennia (and may in fact be immortal), but most meet grim ends within a few centuries.
- **Young-middle aged:** 16 + (1d10 x 1d12) years.
- **Old:** 200 + (1d12 x 1d12) years
- **Size:** Urgot may have once been a member of any of the mortal [[races]], and as such vary greatly in size and build.
- **Chaos Hunger:** Once per adventure you must feed on the energy of a magical item (major items, charms, spellbooks, [[Spell List|scrolls]], [[potions]], etc.). When you do so, the item is stripped of all its magical properties and becomes mundane. If you fail to feed when required you become a feral urgot over the course of a number of days equal to your Con modifier.
- **Monstrous:** You are resistant to damage from non-silvered [[weapons]], but you have Disadvantage on Cha checks made against non-urgot.
- **Chaos Gift:** You know a random [[Spell List|spell]]. You can cast it once per adventure (using the normal spellcasting rules).
- **Mutant:** You are afflicted by strange and otherworldly mutations that are both a boon and hinderance to you; roll once on each of the following tables to determine them:
### Beneficial Mutations
| 1d12 | Beneficial Mutation: |
| ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Third Eye:** Roll 1d4. You grow a fishlike eye on your (1) forehead, (2) palm, (3) back of head, or (4) chest. If the eye is uncovered, you can see perfectly in non-magical darkness up to Close range. |
| 2 | **Second Head:** You sprout a second head! The second head is sentient and shares your same level of intelligence. Your Int and Perc increase by 1d4. |
| 3 | **Tentacle.** A random arm transforms into a branching, flesh-colored tentacle. You gain a +2 bonus to Str checks made with the tentacle. A melee attack causes 1d6 damage (Second Rank Weapon, Nat 19: trip or disarm your target). |
| 4 | **Glowing Tumor:** A mysterious glowing tumor painfully bursts out from under your skin and begins growing. It communicates in a voice only you can hear. You gain an additional usage of your Chaos Gift ability per adventure. |
| 5 | **Digitigrade Legs:** Your legs bend backwards and then forwards again, like those of a satyr or faun. Your speed increases to Fast. |
| 6 | **Bloated:** You become grotesquely bloated and fat; a vile stench emanates from you at all times. You can use your action to belch a toxic gas; anyone in melee must make a *[[Luck]]* (Con) save or take 1d4 damage and become *[[Near Blind]]* for 2d6 hours. |
| 7 | **Aquatic:** You grow gills and your hands and feet become webbed. You can breathe underwater and your swim speed is Fast. |
| 8 | **Spiked Tail:** A long scaly tail topped with spikes sprouts from your backside. The spikes at its end may be ejected at will; 1d6 damage, Close range (Nat 19: 1d10 *[[Missile Trauma]]*). |
| 9 | **Winged:** Roll 1d4. You sprout large membranous wings from your (1-2) back or (3-4) elbows. You can fly at your normal speed. |
| 10 | **Spined Appendages.** Tiny spines grow across the surface of your fingers and toes, allowing to climb up walls and upside down on ceilings like a spider. Your climb speed is Normal. |
| 11 | **Gigantism.** You nearly double in size, becoming grotesquely tall, muscular, and thick-boned. Your Str increases by 1d6 and you gain Advantage against being knocked *[[Prone]].* |
| 12 | **The Claw:** One of your forelimbs transforms into a chitinous claw. A melee attack causes 1d12+2 damage (Nat 19: snip off target’s limb, no save). |
### Negative Mutations
| 1d12 | Negative Mutation: |
| ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Nightmarish Deformities:** Your appearance is impossibly revolting. Your Cha score is reduced to 4 and cannot be increased by non-magical means. |
| 2 | **Shriveled Limb:** Roll 1d4. One of your limbs becomes permanently atrophied and no longer can be used. (1) left arm, (2) right arm, (3) left leg, (4) right leg. |
| 3 | **Hunchback:** You gain an unsightly and painful hunchback. Most are generally repelled by it but a select few pity you for your condition. Your Cha and Dex are reduced by 1d4. |
| 4 | **Troglodytic:** Your skin and eyes become milky white and translucent, rendering you incredibly sensitive to sunlight. While you are in direct sunlight you have Disadvantage on attack rolls and Perc checks that rely on sight. |
| 5 | **Fused Lips:** Your lips fuse shut, preventing speech and [[Spell List\|spell]] casting. Those close to you (i.e. your party bonds) understand a unique sign language you have developed. |
| 6 | **Smooth-Brained:** Your mind becomes mush. Your Int score is reduced to 4 and cannot be increased by non-magical means. |
| 7 | **Split Skin:** Your skin begins to crack all over. It is painful and makes your wounds more grievous. Your hit points are permanently reduced by 2d6. |
| 8 | **Exposed Organs:** Some of your vital organs herniate through your skin and are now clearly visible. Creatures intelligent enough to target them deal double damage on a critical hit. |
| 9 | **Blinded:** Membranes of skin grow over your eyes, reducing your vision to a blurred mess. Unless you have some other means of perceiving the world (such as a third eye), you are perpetually *[[Near Blind]]*. |
| 10 | **Muscular Degeneration:** Your body becomes frail and stick-thin as your muscles decay. Your Str score is reduced to 4 and cannot be increased by non-magical means. |
| 11 | **Bloodthirsty:** You must consume a pint of [[Men\|Manfolk]] blood per day. If you fail to do so you are *[[Starving]].* |
| 12 | **Hypermutant:** Roll on the Beneficial Mutations table. |