This encounter is changed to consist of one cave troll (EdE 18B), two skindancers (EdE 18B), three greathorn minotaurs (EdE 18B), and Soelma Nilaenish (EdE 16B). The Titan starts combat by casting earthquake; the fissures created by the spell are too small for the Titan to get stuck in, and the Titan is able to support itself on the ceiling, preventing it from having to make a saving throw against falling prone or losing concentration on the spell. Though 150 feet tall at its highest, the ceiling in the great cavern arches down to 20 feet tall at the walls, which is slightly shorter than the Hulks themselves. The space it covers is considered difficult terrain. Sand conceals most of the bottom tier. Even then, the insane ramblings cannot be correctly deciphered without a DC 23 Intelligence (Arcana) or Intelligence (Religion) check; this check must be made at the beginning of every 5 hours of reading. Impervious to the Divine. The blood in this area has been mixed with corrosive acid, dealing 5 (2d4) acid damage to any creature that enters its space for the first time on a turn or ends its turn there. Most Medium cultists worshiping among the monoliths, for example, need at least 2 rounds to reach melee fighting range of the entrance. The pipe is difficult terrain, and when a creature moves on the pipe for the first time on a turn, it must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone. Elder evils are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. After solving the puzzle of the Prayer Room, creatures emerge from a well up into a strange realm. All foulspawn were humanoid in appearance, but they were divided into different kinds that had their own distinctive traits. The effects last for 3 (1d4 + 1) hours. Please feel free to use the content of this book however you'd like, as long as credit is given as appropriate. See Encounter 2 for more information. He might be in the Far Realm or one of the other planes of existence, or in the case of a Spelljammer campaign, he might be on another planet in a distant sphere. The doors here are made out of lead. Additionally, the aspects are unaffected by chaotic effects that don't benefit them. Strong: As moderate, but the DC to remove blemishes increases to 18. The ruins above the crystalline prison are filled with the dire challenges and opponents typical of a high-level dungeon setting. His corrupt Brood roams free, spreading evil in preparation for their master's awakening. The ziggurat is a stepped pyramid, with each level rising 20 feet high. Here are a few examples: An archdevil or infernal cult that receives word of Axihuatl's actions seeks to stop their demonic rivals from succeeding in their plans. Both Ragnorra and the Aspect of Sertrous are immune to divine spells. Legendary Resistance (3/Day). The sea comes rushing in, and the party is swept out of the chamber, carried along by a titanic wave. Perhaps a humanoid-esque brood spawn has figured out how to blend into society and to spread Brood Fever without getting caught. Characters might attempt to use teleportation to circumvent this barrier, but ancient wards prevent such effects from breaching into the ziggurat. Additionally, creatures in the area can't benefit from resistance to necrotic damage, and they suffer disadvantage on saving throws made against effects that deal necrotic damage. Seghulerak spends increasingly little time here, kept busy with the work of leading the Vanguard to triumph. Additionally, the cultist can't be targeted by any divination magic or perceived through magical scrying sensors. Perhaps a villain seeks to take advantage of the aspect for their own gain. A creature that touches the cultist or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The spine is ideal for Axihuatl's purposes, since part of it rises above the water, part of it is below, and the lowest level contains an opening to the swirling heart of chaos inside the Leviathan's body. Additionally, any non-undead creature that come in contact with the Ichor Sea or starts its turn in the seatakes 14 (4d6) necrotic damage and must make a DC 23 Constitution saving throw. When the party reaches the mountainside, the environment changes dramatically and brood spawn become common. Even though he was slain, Sertrous lingers in spirit and continues to corrupt the snake people. If damage reduces the cultist to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. At its peak, all undead but the most powerful and hidden are obliterated. One round after that, Vanessa (if present) and the slime shaman arrive. He dwells in an icy prison, awaiting a time when the world will be right for his coming. Additionally, whenever a living creature dies, there is a 20% chance that it will spontaneously rise as a zombie in 1d4 rounds. The craters vary depending on the size of the object that struck the moonlet. The pit is 40 feet deep, and the bottom is covered with slime. A creature takes 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Such wind deals 1d4 fire damage to creatures and objects caught in it per hour. Only one legendary action can be used at a time and only at the end of another creature's turn. Global temperatures cool somewhat: When the sign grows strong, they drop 1d3 degrees, and when it is overwhelming, a further 1d6 degrees. I hope you enjoy this conversion. As the sign reaches its peak, distorting the arcane energies of the world, unsettling auroras and intense meteor showers illuminate the night skies. Icy Touch. Ready-to-Use Tactics for D&D 5E. 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. Hit: 17 (2d8 + 8) bludgeoning damage. Each hour the characters travel through the jungles forces them to make a DC 16 Constitution saving throw. Farmers soon find their crops and livestock to be eviscerated by these snakes, disrupting trade and causing famine and disease as conditions worsen. As the central chamber, it also serves as the primary point of defense. Details: Pandorym is associated with this sign. Cantrip (Costs 2 Actions). Well, there used to be d20 Cthulhu and stats for Star Spawn of Cthulhu was on WotC website. A creature that enters such a column in it in it must make a DC 15 Dexterity saving throw. "The Worm that Walks is known by many names, though of them all, Kyuss is the one true nameâthe most common, the most reviled, and the most feared.". Both brood spawn frost giants rush out of the keep on the first round to engage the party members out in the open. If someone consumes the water, 2d4 worms burrow inside of and infest the creature's body. Damage Immunities. Strong: As moderate, but the DC for saving throws made to maintain concentration on a spell is increased by 5 (from 2). An elder evil that has this property cannot be affected by divine magic of any kind, regardless of the source. Design Note: This is a 5e conversion of the Farspawn (4e Race). A moist odor fills the air of this damp room. Doors throughout are closed and locked. When the cultist delivers a killing blow, it destroys both the flesh and the soul. Instead of snowing, fish and/or frogs fall from the sky, splattering when they hit the ground. If the party proves resistant to cold, he casts maddening darkness and uses melee attacks in hopes of minimizing the effects of this resistance. Perhaps the Hulks and their now matured Children have already colonized a different world and have now begun to invade the campaign setting. The pact is called "The Great Old One" in 5e. The chamber barely survived its arrival: The annihilating body of the ultraplanar being instantly blew a 30-foot-wide sphere out of existence, along with several of its summoners. You take 20d6 necrotic damage that can't be prevent or reduced in any way. Janwulf used every magic trap he was able to pay for to keep intruders from rifling through his things, and the spells are still in place. Excavations have attempted to link areas separated by collapsed sections. This is completely fine, and won't affect encounter difficulty too muchâthe stat blocks in this book that have this are not specifically balanced around its presence. When a living creature enters the pool for the first time on a turn or ends its turn there, it gains 20 temporary hit points per level of positive energy corruption it chooses to suffer from (minimum of 1). Cultists of Atropus often uncover necromantic secrets on their own, but may also be granted powers by the World Born Dead as its arrival draws near. Regenerating a healing spore causes it to regain 15 hit points. 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. Cultists and insane individuals prowl the lower reaches of the mountain, incapable of surviving the higher summits. Unyielding Essence. The food chain is toppled as both predator and prey alike are hunted by large swarms of snakes that consume all in their path. There are creatures called foulspawn from 4E D&D and from what I can tell there’s a consensus for star spawn being the 5E equivalent. After a sign appears and gains strength, its effect can be nearly as devastating as the elder evil itself; even if the threat is dealt with, this lingering influence leaves the world a much different place. ), Once in position, the moonlet begins to circle the planet, entering a deteriorating orbit and picking up speed as it loses altitude. This tremor also starts early if a party member attempts to grab or attack the Abyssal Shard while it is orbiting. The wide corridor ends at a T intersection. Other non-magical drinks are spoiled - wine turning to vinegar, for instance. These steps are used for the purposes of description brevity, and need not be used as a mechanical descriptor in play. Dispel magic and antimagic field have no effect against a malefic property. When compared to the other eight Elder Evils here, the Hulks of Zoretha could be considered the most underwhelming. Thus, travel across the Scramble is a difficult challenge. Snow, hail, and lightning constantly assault its slopes. Once the Hulks' Blood Moon sign reaches the strong or overwhelming stage, cultists of Zoretha can voluntarily enter a frenzy as noted in the sign's description. Here are some of its abilities. Effect: The seal of binding interferes with most conjuration spells and many divination spells by closing off the avenues that enable mortals to interact with the planes. The party can find the following treasure among the three corpses: This encounter is changed to consist of caryatid columns (EdE 27B), rather than advanced caryatid columns. Aside from a collection of animal masks, the bodies have nothing of value. "We argued about which deity had granted us the boon and blamed harmful effects on infernal forces. The answer is surprisingly that you are all wrong with the origins. Regenerating Ragnorra's body requires an immense metabolic effort. Mythos Source. This cave is the home of a brood spawn white dragon. Star Spawn in 5e Dungeons & Dragons - Web DM - Duration: 26:48. At this point, he staggers and accidentally strikes the orbiting Abyssal Shard. This action or any solid blow struck against a tree unleashes a cloud of green spores in a 10-foot-radius spread. Actions: Confounding Bite. Initially, the waterveiled assassin and the wastrilith move to defend Axihuatl. This crater emanates a field of negative energy. He uses his Cunning Action to weave in and out of combat, targeting the most injured enemy with his Sneak Attack when possible. If you are ready to bring your campaign to a close, though, start with this chapter. Their song can be heard even now, calling out to their father to bring the eternal cold, the endless darkness of death. Famine is widespread as all forms of organic food are riddled with disease. See Chapter 4 for more information. When this happens, a successful DC 15 Dexterity saving throw allows a creature to brace itself against the tube walls and remain inside. The effects of the sign on the dark side function as normal. Passing over its engraved lines shifts a corporeal creature's body to Pandorym's native reality for a few seconds. If no creature is near enough to move to and attack, the creature attacks an object, with preference for an object smaller than itself. Strong: Eerie weather occurs once a day and affects an entire continent or large surface of the planet. From there, it uses its spells to assault any creatures who were causing it harm in melee. As the sign intensifies, planar travel becomes harder and harder, requiring Obligatum and the party to rely on pre-existing portals (such as those in the city of Sigil) in order to traverse the planes before even they cease to function. A creature that were to magically regain hit points must instead make a DC 15 Constitution saving throw. It leached the water from our rivers and lakes, and the mighty oceans receded with each gust.". At the end of the rage, the creature (if it survives) suffers one level of exhaustion. Although off duty, they wear animal masks depicting two each of the following: boar, rat, ant, eagle, and wolf. This pool served as a sacred meeting place. On a failure, the creature suffers one level of exhaustion. Fruit bursts and rots on the vine before it can be harvested. But the evil remains, imprisoned. Once activated, a tentacular boil automatically regenerates after 1 minute. When the cultist reduces a creature to 0 hit points, it regains an amount of hit points equal to the cultist's Challenge Rating. While Juiblex may support Zargon's conquests, other demons may be divided on the subject. If you're starting a new campaign and plan to end it in a confrontation with a world-threatening entity, plant the seeds early and drop hints over time. It then attempts to swallow the shard-carrier whole. When Avamerin is slain, Sertrous is forced to manifest to defend himself. Two mountains dominate the terrain. The wrenching shift forces any non-undead creature that passes over the lines to make a DC 23 Constitution saving throw. Farspawn (5e Race) From D&D Wiki. Light undergrowth is difficult terrain for all creatures. On a 20, the creature must roll on the Wild Magic Surge table to create a random magical effect. Additionally, the wind strengthens further; all wind becomes a Strong Wind (DMG 110), and wind that was already strong now literally burns. It otherwise takes damage as normal. Learning one of these pieces of information about an elder evil requires an Intelligence (Arcana) or Intelligence (Religion) check, as listed in the original book. Therefore, that’s where I’d put it. A second great circle of binding covers the floor of this circular hallway, enclosed entirely within the outer circle. It also includes Signs of Apocalypse that are rebuilt to fit 5th Edition design philosophies. A creature automatically succeeds if it is immune to being charmed. The six smaller statues of Sertrous are all traps. The exception to this is the main entry hall, which at 40 feet in height is designed to be a comfortable space for the 20-foot-tall monoliths once they awaken. As the obelisk shatters, Kyuss uses his Divine Scourge. This section is unchanged. The scrolls are written in an archaic dialect of Dwarven that can be read only by someone who can read Dwarven; the reader then must find a way to translate this dialect to modern Dwarvish (e.g. Perhaps your campaign could include other uses for these Burrowing Worms. After using this action, the cultist takes 13 (2d12) psychic damage, which can't be reduced or prevented in any way. Example D&D 5e Creatures: Adult White Dragon, Bearded Devil, Cyclops, Giant Eagle, Kobold, Myconid Sprout, Star Spawn Grue, Tridrone, Yeti. Each tier of the ziggurat (there are five in all) serves as a discrete level and connects to lower and higher levels by carved staircases cut into the stone. This room holds piles of corpses, butchered by Dorn (see Encounter 1). See the Description section earlier in this chapter for their statistics and usage. Some cultists can also impose madness onto others via the Mental Overload action option. In addition, deities and other planar rulers are incapable of entering the area, and the elder evil can choose to block one or more of the following creature types from entering: celestials, elementals, fey, fiends, and undead. Table of Contents. He then offers to send the party back to their homes; if they accept, he casts gate to open a portal for them. An elder evil that has this property warps the planes of existence around them, preventing the gods and their servants from getting close to them. Claw. In what is a book filled with terrifying cosmically powerful creatures I find this one to be the most threatening for its CR. These creatures do not bother those on the path unless they see light of any kind, in which case they swoop down to attack. This form grants new mythic actions as described by Ragnorra's True Mother Transformation trait. Elder evils have truesight out to 120 feet and blindsight out to 500 feet. However, there are rumors of creatures that are able to preserve their minds after the transformation, allowing for the existence of shadowy organizations of brood spawn that enact their plans from behind the scenes. Janwulf the Soulbiter rules the cultists of Zoretha with an iron fist, leading them on raids of surrounding settlements and actively recruiting new members. It waits there for several minutes, then attempts to follow the party members and catch them in the midst of another fight. An imposing mountain holds Father Llymic's tomb. Each 5-foot square of the bridge has a weight tolerance of 500 pounds. Moderate: The ecosystem continues to be corrupted by large numbers of powerful serpents. It took centuries, but he crawled up from the depths of the earth and set upon the soft mortals dwelling in the Cynidicean Kingdom above. The water swirls about madly here. Not only is this ice considered Slippery Ice (DMG 110), but black vapor also seeps from the ice, acting as an inhaled poison. Thereafter, another creature must use an action to grasp or net the shard to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. Several cultists (minimum CR 8 each) make a stand here. At the heart of the crater, it forms a ceiling resting on the obsidian walls caused by Ragnorra's impact. Feel free to add or remove golothomas as you see fit. Browser and device support? Whenever the crystalline prison takes 50 or more damage on a single turn, a sliver breaks off. The secret door that leads to area G can be discovered with a DC 20 Intelligence (Investigation) check and is protected by three glyphs of warding (save DC 18). Since the Five are preparing to finally awaken, it seems as if they are about to succeed. The ground drops away, forming a deep trench between the Ichor Sea and the Great Depth. The eastern mountain is older and covered by dense jungle, and the western peak is jagged, bare, and topped with a smoking crater. When we should have taken action, we instead wasted time on pointless wrangling. The temperature never rises above Extreme Cold (DMG 110). Legendary Actions. Finally, creatures that die due to old age from this effect explode in a shower of gore. 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