On a failure the target takes 9 (2d8) necrotic damage and is restrained by masses of swarming worms. These brood spawn charge and attack the nearest enemy. Becoming more and more like an actual undead creature, the cultist gains immunity to necrotic and poison damage, as well as the poisoned and paralyzed conditions. The crystalline prison is nearly impervious to most attempts to damage it. By repeatedly consorting with the undead, the cultist gains dread powers. The following signs are examples of those that could accompany an elder evil's approach; you might prefer to design your own, taking inspiration from these entries. On a mishap, the teleportation fails, and each teleporting creature or object takes 16 (3d10) force damage. Inquisition Defier. Kyuss fills out the next few rounds by casting spiritual weapon at 6th level and any offensive spell of his choice, as well as using an 8th level spell slot to cast spirit guardians if his dominate monster spell ends. Possibly older than time itself and they are sort of these Lovecraftian beings that exist outside of regular space and time and the Star Spawn are their heralds. Each creature within 30 feet of the cultist that can hear the cultist must succeed on a DC 15 Wisdom saving throw or be blinded for 1 minute. By succeeding on this check, a character knows the sign is an evil omen. As he attacks, his true nature slithers into being; he is not the handsome angel the party initially spoke to, but a hunchbacked creature with scaly skin and a partially serpentine face, complete with forked tongue. If cast correctly, Axihuatl's ritual will in theory wake the Leviathan for a time so it can smash the lands and sink most of the continents, and then send it back to sleep, leaving the world (in the ixitxachitl's mind, anyway) a far better place. Any creature of chaotic alignment that starts its turn within 10 feet of the column gains 7 (2d6) temporary hit points, and such creatures have advantage on ability checks and saving throws while in the area. Undead are significantly harmed by Ragnorra's Twisted Life sign. If you wish to get around this, consider informing your players of this trait ahead of time so that they can come up with a plan to get around it. We can only pray we are Her last, brightest, and most terrible canvas.". Surrounded by jagged hills, the mountain is studded with icy crags, treacherous ice bridges, and perilous cliffs. Some special, often magical ability that they can wield because of a dark bargain they have made within Elder Evil or because they have been warped by magic associated with that being. This area contains a variety of features, as pictured in the original book. Here follow physical details of the elder evil. If the crystalline prison is reduced to 0 hit points, it crumbles into a pile of slivers and dust. General effects are assumed to affect the entire encounter area except when noted otherwise. This spear reaches 200 feet above the level of the path, making its tip all but invisible to those at its base. Sea Spawn 5: 58 damage taken, 34 killing blow by Caleb and Jester. Elder evils have telepathy out to 1000 feet. I'm working to ensure I am the first to die when it does.". Something like a pitch black room and making the players roll 1d8's each time they move to see if they come into a square the Grue has appeared in. DEFENSE. When player characters own castles and lands, command continent-spanning organizations, lead entire religious movements, or are generals of armies no longer content with mortal wars, your campaign is approaching a natural close. Obedient to Nilaenish's instructions, the creatures try to keep the party members in a group and away from the ritual if they possibly can. It relies on the forest giant skeletons it regurgitates to keep the rest of the party busy while it uses its Tendrils to batter tar-submerged creatures, taking advantage of its 20 foot range and the immobilizing effect of the tar to attack without retaliation. They crawl forth from the trench wall and attacks any creatures they encounter. Some areas begin to exhibit odd geometric patterns in the ice, many of which defy logic or reason. During the day, sunlight filters thinly through the frozen roof, casting strange ripples and prisms of dim light. At some point, the party ascends the heady heights of the fourth tier of play, and fewer and fewer foes can challenge them. The room holds a bed, dresser, writing desk, and other ordinary furniture. The words contained within the scrolls have a magical effect that occurs when they are read. The jungle that covers much of the land west of the volcano is crawling with fierce insects and contaminated by parasites and diseases delivered by clouds of thirsty mosquitoes. The bulette is looking for a way out of this frightening place, and she needs help to do that. A creature that enters the column for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be thrown 1d6 × 10 feet in a random direction. See Chapter 4 for more information. If a creature would die to this exhaustion, its Wisdom score is instead reduced to 0, and the creature becomes motionless, as if in prayer, and is effectively unconscious. ... and can use it as an action. This process can take anywhere from a few months to many years of game time, depending on the needs of the campaign. The following pages present incomprehensible horrors, threats to the campaign setting so powerful as to bring it to an end. walking, or pressing with a 10-foot pole) anywhere in the indicated area causes the entire stretch of corridor to slam shut, pulping anyone caught between the walls. Ia! These statues function as an alarm system and as guardians. Once the party is engaged in melee, Dorn uses his Corrosive Spew on as many of them as he can. A great cascade of black glacial ice pours down the mountainside at this spot. If a creature destroys one of her Spawning Spores, Ragnorra retaliates against the creature, focusing her attacks on them for 1 or 2 rounds. The neurotangle canopy forms a dome rising about 80 feet above the crater. These columns contain concentrated chaos energy. Floating over a 10-foot-diameter dais in the chamber's centermost room looms a violet crystal 10 feet tall and 5 feet across. The complex can be dropped into the deepest part of any suitable dungeon. In addition, the hulk's thoughts and location can't be discerned by magic. This pipe stretches across a wide crevasse that separates the Vile Home (see Encounter 3) from the rest of the crater's heart. If you wish to make Atropus feel more like an active threat, allow more powerful undead in service to Atropus to descend from the moonlet to your campaign setting. The wraiths work with one another and Lucather (if he still exists) to defend the inevitable, but they do not necessarily cooperate with Obligatum VII or a mind shard. At least one of their body parts (such as a limb or their face) have been mutilated in this way; this mutilation can only be undone by heal or another disease-curing spell of 6th level or higher. Planning. They crawl forth from the trench wall and attacks any creatures they encounter. Even necromancers have their own undead seized from them and turned against them; when unattended, these undead are infected by worms, and set out to fulfill the will of Kyuss. The scratching, the endless scratching in the wall—and the rats! Elder evils are immune to any spells or effects that would alter their forms, as well as those that would that would read their thoughts, determine if they are lying, or magically influence their thoughts or behavior. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder evil's Discord and Woe for the next 24 hours. Of more importance, however, is the stone altar about 50 feet from the well, for upon it rests the skull of Sertrous, and the final guardian and First Heretic Avamerin that stands next to it (see Encounter 3). This room provides the only entrance to the Inmost Vault (area H), an entrance that normally doesn't even exist. The slime shaman targets spellcasters with blindness/deafness, and then follows up with a variety of damaging spells. This room should represent the greatest single treasure that the party finds during their entire adventuring career. A creature that moves into the slime's space for the first time on a turn or ends its turn there must succeed on a DC 27 Constitution saving throw or take 14 (4d6) acid damage. The Short-Term Madness, Long-Term Madness, and Indefinite Madness tables can be found in chapter 8 of the Dungeon Master's Guide. Each 5-foot square of the bridge has a weight tolerance of 500 pounds. Though, "canon" in any TTRPG is what you make it. The cultist has truesight out to a range of 60 feet. The most devoted of his cultists may even have a chance to interact with Father Llymic's illusory projections, who may reveal to them methods of manipulating ice and becoming icy abominations. If the party still hasn't reached her in melee, she continues to fight using her ranged spells. Additionally, a description of the Abyssal Shard magic item is given below. It will make a nice huge star spawn. The cult leaders keep the best acquisitions for themselves. Faint: Eerie weather occurs once every 2 weeks and affects an area of 21 (2d20) square miles in a place of the DM's choice. Each time the party rolls initiative, there's a 10% chance that after 1 minute, the Aspect of Atropus approaches the characters from random direction, 140 (4d6 × 10) feet away. At this point, he staggers and accidentally strikes the orbiting Abyssal Shard. Although most do not arrive for some time, any creatures not slain in previous encounters come to his aid after 2 to 3 rounds. Over time, such spores turn into cysts, abscesses, tumors, and other foul growths that dot the landscape. She smashes into each crystal sphere she comes across, leaving behind a trail of spores and corruption as she goes along. Zargon starts by using his Spew Slime action, blanketing the area with the awful stuff. This tremor also starts early if a party member attempts to grab or attack the Abyssal Shard while it is orbiting. 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