TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  The eldritch, the strange, and the weird are often 
  relegated to the domains of villains and NPCs in fantasy, with 
  the good guys being the ones who stand in the way of the 
  dark things that remain just beyond our perception, which 
  we can never truly understand. But sometimes, it can be fun 
  to take on the mantle of the otherworldly, and to embrace 
  the alien terrors of the cosmos. Each installment of Weekly 
  Wonders: Eldritch Archetypes contains five archetypes 
  for eldritch characters—those that are weird, alien, and 
  otherworldly, who don’t fit in with normal society—as well as 
  a cleric domain devoted to a specific mythos entity or race. 
   
   
  For this book, we focus on the Great Old One Shub-
  Niggurath, also known as The Black Goat of the Woods, and 
  the Black Goat with a Thousand Young. Shub-Niggurath is 
  a sort of fertility deity devoted to the creation of horrible 
  abominations. Typically, Shub-Niggurath births creatures 
  from her horrible form, which resembles an amorphous but 
  tentacled mass with a large number of goat legs, with her 
  twisted young spreading disaster throughout the world. She 
  is famed for breeding with other horrible mythos monsters, 
  such as Hastur, in order to create other ever more terrible 
  young. 
   
  The following archetypes all attempt to pay homage 
  to this horrible deity of creation, with abilities that twist and 
  warp summoned creatures, alter close animal companions, 
  allow the conjuring or creation of aberrations, and the 
  transformation of the body into something that would make 
  Shub-Niggurath proud. 
  New Archetypes
  The following archetypes are presented in alphabetical order.
  Shub-Niggurath Bloodline (Bloodrager)
  You are descended from Shub-Niggurath herself or from one 
  of her young, and her tainted blood runs through you.
  Bonus Feats: Cleave, Combat Reflexes, Fleet, Improved 
  Grapple, Improved Unarmed Strike, Lightning Reflexes, 
  Toughness.
  Bonus Spells: summon monster II (7th), summon swarm 
  (10th), summon monster IV (13th), black tentacles (16th).
  Bloodline Powers: While bloodraging, you take on some of 
  the aspects of Shub-Niggurath herself.
  Tentacles (Ex): You were born with a prehensile tentacle. 
  You gain a secondary tentacle natural attack that deals 
  1d4 points of damage for a Medium creature. When in 
  a bloodrage, you can choose to sacrifice a number of 
  rounds of bloodrage. For every 4 rounds of bloodrage you 
  sacrifice in this way, you gain an additional secondary 
  natural tentacle attack for the duration of the bloodrage. 
  At 1st level, you can gain only one additional tentacle 
  attack in this way. When your base attack bonus reaches 
  +6, you can gain up to 2 tentacle attacks in this way; 
  when your base attack bonus reaches +11, you can gain 
  up to 3 tentacle attacks in this way; and when your base 
  attack bonus reaches +16, you can gain 3 tentacle attacks.
  Amorphous Form (Ex): At 4th level, your form becomes 
  cloudy and amorphous. You can squeeze through spaces 
  of any size that are not watertight. Additionally, while 
  in a bloodrage, you have a 25% chance of being immune 
  to any critical hit or precision-based damage. At 10th 
  level, this chance increases to 50%, and at 20th level, you 
  become immune to critical hits.
  Black Goat (Ex): At 8th level, your body takes on goat-
  like characteristic, which many find attractive. You gain 
  a +2 bonus on Charisma-based skill checks. This bonus 
  applies even when you are not bloodraging. Additionally, 
  when you enter a bloodrage, you may choose to have any 
  of the morale bonus your bloodrage would grant to your  
  Strength and Constitution scores be granted to your 
  Charisma score, instead (this replaces the bonus to both 
  Strength and Constitution). 
  Puckered Maws (Su): At 12th level, your body becomes 
  covered in invisible puckering mouths, which latch on 
  to your foes while grappling to deal attaditonal damage. 
  Whenever you begin a round in a grapple, the mouths 
  deal 1d6 + your Charisma modifier points of damage to 
  all creatures you are grappling or which are grappled 
  by you. While you are in a bloodrage, the damage is 
  increased to 2d6 + your Charisma modifier.
  Shared Frenzy (Su): At 16th level creature, whenever 
  you summon a creature with a spell of the summoning 
  subschool, that summoned creature gains the benefits 
  of your bloodrage for the duration of the time it is 
  summoned.
  Flesh Infestation (Su): At 20th level, as a standard 
  action, you can make a melee touch attack, which, if 
  successful, causes the target to become infested with 
  Shub-Niggurath’s dark seed unless he succeeds on a 
  Fortitude save (DC 10 + 1/2 your level + your Charisma 
  modifier). If he fails, he immediately suffers 1d4 points 
  of Constitution damage. He must continue to save or 
  suffer Constitution damage each round until he either 
  succeeds on two consecutive saving throws or dies. If he 
  dies in this way, his corpse is ripped open from the inside 
  by a dark young of Shub-NiggurathAP46, which serves 
  you loyally for one minute before departing on its own 
  unknowable ends. A creature that succeeds on its initial 
  saving throw is immune to this ability for 24 hours. You 
  can use this ability 3 times per day.
  
  3
  Order of the Black Goat (Cavalier)
   
  The cavaliers of the order of the Black Goat are devoted to 
  the Black Goat of the Woods with a Thousand Young, and 
  are dedicated to the perfection of life through the fusion of 
  various elements. They serve their otherworldly goddess by 
  perpetuating the joining of various species to create ever 
  more powerful progeny and are gifted with supernatural 
  power for their mounts, which develop monstrous 
  characteristics, suiting the divine vision of Shub-Niggurath.
   
  Edicts: The cavalier must strive to spread the creation of new 
  and more diverse life wherever he can, encouraging members 
  of different races and species to breed. He must protect and 
  guard new life until it is strong enough to survive on its own, 
  sheltering children and mothers, protecting them above all 
  others. He must himself seek to conceive a child with diverse 
  partners.
   
  Challenge: Whenever an order of the black goat cavalier 
  challenges a creature, his mount also gains the benefits of 
  that challenge. He also gains a +1 bonus on Handle Animal 
  and Ride checks made to control his mount while in combat 
  with the target of his challenge. This bonus goes up by +1 for 
  every 4 levels above 1st, to a maximum of +5 at 17th level.
   
  Skills: An order of the black goat cavalier adds Knowledge 
  (dungeonieering) and Knowledge (nature) to his list of class 
  skills. Additionally, whenever he uses a Knowledge skill to 
  identify a monster, he adds half his cavalier level (minimum 
  1) to the check.
   
  Order Abilities: A cavalier belonging to the order of the 
  black goat gains the following abilities as he increases in 
  level.
   
  One Mind: At 2nd level, the cavalier of the order of the 
  black goat’s mind is bound to his mount by the alien 
  influence of Shub-Niggurath, allowing him to issue 
  commands to his mount using Handle Animal as a free 
  action. Additionally, whenever the cavalier’s mount 
  would make a Will save, it uses the cavalier’s base save 
  bonus or its own, whichever is higher. Further, whenever 
  the cavalier fails a Will save, he may choose to have the 
  effect target his mount instead. If he does, his mount is 
  treated as being a valid target for the effect if the cavalier 
  would have been (for example, the mount can be affected 
  by charm person). Finally, the cavalier’s mount gains an 
  Intelligence of 6 and the ability to speak Aklo.
   
  Monstrous Form: At 8th level, the cavalier can call upon 
  Shub-Niggurath to bless his mount with an alien and 
  wild form befitting one of her children. The mount gains 
  a +2 bonus to Strength and Constitution and gains one of 
  the following monstrous features.
   
  Tentacles (Ex): The mount gains 2 tentacle 
  secondary natural attacks and the grab special attack 
  whenever it hits with one of its tentacles. 
  Extra Eyes (Ex): The mount grows a number of extra 
  eyes all over its body, which have enhanced sensory 
  power. The mount gains all-around vision, making 
  it impossible to flank, and gains low-light vision and 
  darkvision. If the mount already had low-light vision 
  or darkvision the range of that ability is doubled, 
  instead. 
   
  Wings (Ex): The mount grows a pair of wings 
  that allow it to fly with a speed of 20 feet (clumsy 
  maneuverability).
   
  Improved Monstrous Mount: At 15th level, the cavalier 
  is able to extend the power of Shub-Niggurath’s dark 
  blessings to further empower his mount, granting it 
  additional abilities, based on the type of mutation it 
  gained when he gained the monstrous form special 
  ability. 
   
  Tentacles (Ex): The mount gains the constrict 
  special attack, which deals damage equal to its 
  tentacle attack damage + 1/2 the mount’s Strength 
  modifier. 
  Extra Eyes (Ex): The mount can see invisible 
  creatures as though with the spell see invisibility.
   Wings (Ex): The mount gains 2 secondary wing 
  attacks, which deal damage based on its size. 
  Additionally, its fly speed improves to equal its land 
  speed.
   
  Alternatively, the cavalier can choose to have his mount 
  gain a second ability from the list of monstrous features 
  under the monstrous form ability.
   
  Gof’nn Hupadgh (Druid)
  As worshipers of Shub-Niggurath, these dark druids aspire 
  to be the greatest of her servants, both embodying her dark 
  commandments to create and explore and to join in her dark 
  embrace, becoming ever closer to their great goddess. The 
  title gof’nn hupadgh means favored one, and it is bestowed 
  upon those who have encountered the goddess, been 
  devoured, rebirthed, and remade as hers. Those who strive 
  for this blessing and strive to pervert and alter nature to give 
  form to Shub-Niggurath’s vision.
  Monstrous Empathy (Ex): The gof’nn hupadgh may make 
  Knowledge skill checks to learn about creatures of the 
  aberration, magical beast, ooze, and outsider types untrained 
  and achieve a result higher than 10. Additionally, the gof’nn 
  hupadgh can make a special check to influence the attitudes 
  of such creatures. She adds her druid level and her Wisdom 
  modifier on this check, with a DC equal to 10 + the creature’s 
  CR. If the check is successful, the creature’s attitude is 
  improved by 2 steps. The creature can further be influenced 
  with the Diplomacy skill.
  
  4
  This ability replaces the wild empathy class feature.
  Follower of the Black Goat: A gof’nn hupadgh does not 
  receive an animal companion or worship nature in the 
  rational sense. A gof’nn hupadgh gains the Shub-Niggurath 
  cleric domain at 1st level and treats her druid level as her 
  effective cleric level for determining the effects of the 
  domain.
  This ability replaces the nature’s bond class feature.
  Corrupted Summoning: Whenever the gof’nn hupadgh 
  casts a summon nature’s ally spell instead of choosing form 
  the normal list of creatures available for the spell, she must 
  choose one of the following creatures to summon. 
  Summon nature’s ally I: grindylowB2, sagariB3, stirge, 
  xtabayB2
  Summon nature’s ally II: akataB2, boilbornB4, dossenusB4, 
  fleshdregB4 
  Summon nature’s ally III: choker, fungus leshyB3, yellow 
  musk creeper
  Summon nature’s ally IV: cerebric fungusB3, fungal 
  crawlerB2, grickB2, otyugh, tentamortB2
  Summon nature’s ally V: ascomoidB3, brethedanB4, elder 
  thingB4, gibbering mouther, mi-goB4, tendriculosB2
  Summon nature’s ally VI: halsoraB4, hangman treeB2, 
  moonflowerB2, treant
  Summon nature’s ally VII: irnakurseB4, ghonhatineB4, 
  gugB2
  Summon nature’s ally VIII: moon-beastB3, jinmenjuB4, 
  roper
  Summon nature’s ally IX: alruneB3, froghemoth
  This ability modifies the spontaneous casting class feature.
  Form of the Servant (Su): At 4th level, the gof’nn hupadgh 
  gains the wild shape ability as normal, except that when she 
  transforms, she appears obviously deformed and corrupted, 
  covered in randomly arranged sightless eyes and tiny gaping 
  mouths. While transformed, the gof’nn hupadgh does not 
  receive a bonus on Disguise checks made to appear as the 
  type of creature whose shape she assumes, and she suffers 
  a -2 penalty on all Charisma-based skill checks while in the 
  chosen form. However, because of the influence of Shub-
  Niggurath, the gof’nn hupadgh can speak while in the 
  assumed form, though she may not cast spells unless she has 
  the Natural Spell feat.
  This ability modifies the wild shape class feature.
   
  Create Dark Young (Su): At 13th level, a gof’nn hupadgh 
  is able to use Shub-Niggurath’s life-giving power to twist 
  and morph a tree into one of Shub-Niggurath’s dark young. 
  Whenever the gof’nn hupadgh uses the awaken spell to 
  awaken a tree, she may choose to have the tree become a dark 
  young of Shub-Niggurath. The dark young created in this way 
  is normally not hostile to the Shub-Niggurath, but there is a 
  5% chance that the newly created dark young might attack 
  the gof’nn hupadgh and her allies. While dark young created 
  
  5
  in this way are not normally obligated to follow the gof’nn 
  hupadgh’s commands, she gains a bonus on Bluff, Diplomacy, 
  and Intimidate checks made to interact with the creature.
  This ability replaces the a thousand faces class feature. 
  Gof’nn Hupadgh (Ex): At 15th level, the gof’nn hupadgh is 
  blessed by Shub-Niggurath in a twisted ritual in which the 
  being appears to the gof’nn hupadgh and devours her, then 
  expells her from her amorphous form, forever changed. As 
  a result of this process, the gof’nn hupadgh takes on goat-
  like characteristics, including horns and goat legs, and also 
  grows large fang-like teeth. The gof’nn hupadgh ceases to age 
  from that point onward, suffering no penalties to her ability 
  scores and accruing no benefits from increase in her age, and 
  becoming immune to magical aging effects. Additionally, the 
  gof’nn hupadgh never dies as a result of old age, though she 
  may still be killed by other means. Finally, a gof’nn hupadgh 
  who undergoes this ritual is forever blessed with charm, 
  granting her a +4 bonus on all Charisma-based skill checks.
  This ability replaces the timeless body class feature. 
   
  Channeler of Shub-Niggurath (Kineticist)
  These kineticists draw their elemental power directly from 
  Shub-Niggurath’s other-dimensional form, and their energies 
  always carry a disgusting organic component, dripping with 
  hazy ooze or encrusted with tiny chitinous shells. Taking 
  the energies of Shub-Niggurath into themselves, they can 
  internalize burn as tiny spawn of their divine mistress, 
  allowing them to bring horrors into the world to alleviate the 
  stresses of their powers.
   
  Gather Power (Ex): At 1st level, the channeler of Shub-
  Niggurath gains the gather power ability as normal, except 
  as follows. If she suffers damage, she may choose to bring 
  a horror into existence instead of making a concentration 
  check to avoid suffering burn. The horror summoned by 
  this ability varies, depending on the channeler of Shub-
  Niggurath’s level. At levels 1-5, the horror is a lemure; at levels 
  6-10, the horror is a xill; at levels 11-15, the horror is a treant; at 
  levels 16-20, the horror is a dark young of Shub-NiggurathAP46. 
  Creatures summoned in this way are hostile to the channeler 
  of Shub-Niggurath and her allies, as well as to the enemies of 
  the channeler of Shub-Niggurath.
   
  Power of Shub-Niggurath (Ex): As the channeler of Shub-
  Niggurath continues to accept burn and fill herself with 
  Shub-Niggurath’s glory, she takes on a number of powerful 
  monstrous abilities, including gaining a more terrible form. 
  At 3rd level, for every point of burn the channeler of Shub-
  Niggurath gains, she gains +1 natural armor bonus to AC 
  and a number of temporary hit points equal to her class 
  level. These temporary hit points lasts so long as the burn 
  persists, or until they are depleted. As she gains more and 
  more burn, the benefits of Shub-Niggurath’s transformative 
  powers greatly increase, allowing her to become ever more 
  terrible. When she has at least 3 points of burn, she gains 
  a +2 size bonus to the ability score of her choice, and also 
  gains her choice of either two primary claw attacks which 
  deal 1d4 points of damage for a Medium creature (1d3 points 
  of damage for a Small creature), or four secondary tentacle 
  attacks which deal 1d3 points of damage for a Medium 
  creature (1d2 points of damage for a Small creature). These 
  natural attacks also deal an amount of additional damage 
  equal to the amount of burn the channeler of Shub-
  Niggurath has accepted. When the channeler has received 
  6 or more points of burn, she becomes immune to critical 
  hits and precision-based damage, and her natural attacks 
  deal damage as though she were 2 size categories larger than 
  she actually is. If she has at least 9 points of burn, she gains 
  regeneration 5, which can be stopped by fire or acid damage.
   
  This ability replaces the elemental overflow class feature.
   
  Dark Conjuring (Ex): At 6th level, the channeler of Shub-
  Niggurath can expel the essence of her dark mistress in 
  order to create a number of terrible creatures and alleviate 
  her burn. As a full-round action that provokes attacks of 
  opportunity, the channeler of Shub-Niggurath can choose 
  to immediately heal herself of all burn in order to summon 
  a number of creatures equal to the amount of burn she had 
  accepted. The creatures summoned in this way can be any 
  creature of the aberration type, so long as the total combined 
  CRs of the summoned is less than or equal to the channeler 
  of Shub-Niggurath’s level. Creatures summoned in this way 
  are not beholden to the channeler of Shub-Niggurath, and 
  always attack the nearest living creature.
  This ability replaces the internal buffer class feature.
  Warstitcher of Shub-Niggurath (Warpriest)
   
  The warstitchers of Shub-Niggurath are mortal priests of the 
  fertility goddess who use the overwhelming power of raw life 
  that stems from Shub-Niggurath to fuel their powers heal the 
  wounded and augment the living into monstrous children 
  befitting her glorious majesty. They all possess the ability to 
  cure wounds and corrupt and twist the flesh but lose out on 
  some divine spell casting power.
   
  Blessing of Shub-Niggurath (Su): A warstitcher of Shub-
  Niggurath receives power from the dark goddess, and may 
  choose a blessing from one of the following domains: 
  animal, chaos, evil, plant, or void. He also gains the following 
  blessing, unique to followers of Shub-Niggurath:
   
  Twisted Creations (Su): Any creature that the warstitcher 
  of Shub-Niggurath summons gains 1d6 temporary 
  hit points for every 2 warpriest levels he possesses 
  (minimum 1d6), and summoned creatures have their 
  duration extended by 1d4 rounds.
   
  Birth Dark Beast (Su): A warstitcher of Shub-Niggurath 
  can summon forth terrible twisted abominations 
  from Shub-Niggurath herself. As a full-round action, 
  
  6
  the warstitcher of Shub-Niggurath can summon any 
  one aberration with a CR less than his class level. The 
  aberration summoned in this way counts as a summoned 
  creature for the twisted creation blessing power. The 
  summoned aberration obeys the warstitcher of Shub-
  Niggurath’s telepathic commands and remains for 1 
  minute. He can use this ability once per day at 10th level, 
  plus an additional time per day at 15th and 20th levels.
   
  This ability modifies the blessings class feature.
   
  Fervor (Ex): At 2nd level the warstitcher of Shub-Niggurath 
  gains the fervor ability as normal, except as follows. His fervor 
  ability always restores hit points to both living and undead 
  creatures, instead of being determined by his alignment. 
  Additionally, he can use fervor to cause protective pustules 
  to form on healthy characters, granting a character with full 
  hit points a number of temporary hit points equal to the 
  number of hit points he could heal with the fervor ability. A 
  character with temporary hit points gained in this way cannot 
  gain additional temporary hit points from the warstitcher of 
  Shub-Niggurath. These temporary hit points last for 1 hour, 
  or until lost. A warstitcher of Shub-Niggurath cannot use 
  fervor to cast spells on himself as a swift action.
   
  This ability modifies the fervor class feature.
   
  Aspect of the Black Goat (Su): At 20th level, the 
  warstitcher of Shub-Niggurath can assume the terrible 
  form of one of Shub-Niggurath’s bizarre creations and gain 
  additional combat skills. This function like the spell plant 
  shape III, except that the warstitcher of Shub-Niggurath 
  also treats his class level as his base attack bonus and any 
  natural attack the assumed form possesses bypasses damage 
  reduction of any kind. Finally, the saving throw DCs for any 
  special attack possessed by the assumed form is equal to 
  10 + 1/2 the warstitcher of Shub-Niggurath’s Hit Dice + the 
  warstitcher of Shub-Niggurath’s Wisdom modifier.
   
  This ability replaces the aspect of war class feature.
  New Cleric Domain
  The following domain is available to any character that 
  chooses to devote herself to Shub-Niggurath. Such characters 
  can choose animal, chaos, evil, plant, or void as their other 
  domain. Shub-Niggurath’s favored weapon is a dagger.
  Shub-Niggurath
  Those who worship Shub-Niggurath are obsessed with 
  uncontrolled life and explosive evolution. They seek to 
  perpetuate the creation of new and ever more powerful 
  beings. They use powers granted by The Black Goat of the 
  Woods to advance their dark goddess’ horrible agenda.
  Granted Powers: You can create and spawn horrible 
  monsters in Shub-Niggurath’s dark name. 
  Flesh Monster (Sp): You can pull off pieces of your flesh 
  and form them into terrible servants with a semblance 
  of life that last for a short time. As a standard action, 
  you can pull off a piece of flesh and transform it into 
  a creature of your choice, as with the spell summon 
  monster I, except that the summoned creature gains an 
  additional secondary tentacle natural attack which does 
  damage based on the creature’s size. The creature obeys 
  your telepathic commands. At 3rd level, and every 2 
  levels thereafter, the summon monster spell increases in 
  power. At 3rd level, it functions as summon monster II; 
  at 5th level, it functions as summon monster III; at 7th 
  level, it functions as summon monster IV; at 9th level, it 
  functions as summon monster V; at 11th level, it functions 
  like summon monster VI; at 13th level, it functions like 
  summon monster VII; at 15th level, it functions like 
  summon monster VIII; and at 17th level, it functions like 
  summon monster IX. The summoned creature lasts for a 
  number of rounds equal to your Wisdom modifier. You 
  may use this ability once per day, plus an additional time 
  per day for every 5 cleric levels you possess.
  Dark Young (Su): At 8th level, any creature you summon, 
  including creatures created by your flesh monster ability, 
  gain an additional secondary tentacle natural attack 
  which deals damage based on its size. Additionally, any 
  creature you sire or give birth to gains 2 tentacle attacks, 
  and its Intelligence, Wisdom, and Charisma scores are 
  set to 6. Any creature spawned in this way is influenced 
  by Shub-Niggurath and may act in ways outside of its 
  typical manner.
  Domain Spells: 1st—mount, 2nd—summon swarm, 3rd—
  vermin shape I, 4th—black tentacles, 5th—awaken, 6th—live 
  oak, 7th—creeping doom, 8th—polymorph any object, 9th—
  summon elder wormUM
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K 
  Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda 
  Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Linda Zayas-Palmer. 
  Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo  Publishing, LLC; Author: Greg 
  A. Vaughan. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Weekly Wonders: Eldritch Archetypes Volume I - Archetypes of Shub Niggurath Copyright 2016, 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Weekly Wonders
   
  The eldritch, the strange, and the weird are often relegated to the domains of villains and 
  NPCs in fantasy, with the good guys being the ones who stand in the way of the dark things 
  that remain just beyond our perception, which we can never truly understand. But sometimes, 
  it can be fun to take on the mantle of the otherworldly, and to embrace the alien terrors of the 
  cosmos. Each installment of Weekly Wonders: Eldritch Archetypes contains five archetypes for 
  eldritch characters�those that are weird, alien, and otherworldly, who don’t fit in with normal 
  society�as well as a cleric domain devoted to a specific mythos entity or race.
   
  For this book, we focus on the Great Old One Shub-Niggurath, also known as The Black 
  Goat of the Woods, and the Black Goat with a Thousand Young. Whether or not they reference 
  this mythos deity directly, each archetype builds on themes closely associated with it, including 
  physical mutations, fertility, and spawning horrible monstrosities. The Shub-Niggurath 
  bloodrager bloodline grants tentacles and sucking maws while bloodraging, and ultimately 
  allows you to infest foes with Shub-Niggurath’s hateful seed. The order of the black goat is a 
  cavalier order devoted to Shub-Niggurath, whose mounts become twisted and warped by the 
  eldritch entity’s power, and who share a mind with these corrupted steeds. The gof’nn hupadgh 
  eldritch entity’s power, and who share a mind with these corrupted steeds. The gof’nn hupadgh 
  are druids dedicated to the service of Shub-Niggurath, who can conjure her unnatural young to 
  their sides, and even create dark young. The channeler of Shub-Niggurath is a kineticist 
  archetype that draws on the strange, life-giving essence of Shub-Niggurath to empower their 
  channeling, and the warstitcher of Shub-Niggurath is a warpriest archetype for those blessed 
  by the black goat, which can cause protective pustules to grow with her fervor, and can conjure 
  twisted aberrations to aid her. Finally, the Shub-Niggurath cleric domain focuses on using 
  one’s own flesh to conjure hideous and tentacled monstrosities.
   
  Whether you're about to embark on a campaign of eldritch horror (such as the official Paizo 
  adventure path dealing with strange and alien entities), or you just want an excuse to play a 
  servant of the unknowable and uncaring cosmic entities of the Cthulhu mythos, this book has 
  lots of tantalizing options to offer. Even GMs can get in on the fun, as several of the archetypes 
  here are perfect for insane cultist NPCs as well, and can make for exciting and memorable 
  encounters.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Eldritch Archetypes Volume I - Archetypes of Shub Niggurath.pdf