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- ue EDUON COUT) a ie a ey 4 a f et u i [ ie i i! i fl i He 4 ft a a ' a i pli | 1 1 i { ae tl 4 ra | Fe TABLE OF CONTENTS ‘WELCOME CHAPTER 3: FATHER LLYMIC TABLE OF CONTENTS.. CreDITs... Links to External Documents INTRODUCTION .. Evil to Challenge the Gods... Finks to Extra Imag Carrer 1: Evit Dogs Nor Steep THE END TIMES ula pew INCORPORATING ELDER EVILs . Reading the Entries... ‘SIGNS OF APOCALYPSE Introducing Signs (denuty ing Signs... Signs Revealed ditional Signs. SERVING ELDER Evits Elder Evil Cults Vile Feats Euper Evi TRAITS... Malefic Properties. ENO DDD D Un CHAPTER 2: ATROPUS ATROPUS IN THE CAMPAIGN Sign: Restless Dead Timeline. Variant Usa ge Moonter.. Key Features .. \elenses .. Peis Areas .. Facing the Aspect of Atropu ENCOUNTER 1: BONE FIELD... ot te COON 8 a0 | Encounter 2: Deep Crater...........20 ENCOUNTER 3: ANGELS OF ATROPU20 FATHER LLYMIC IN THE CAMPAIGN .2 i Dead Sun line... Variant Us ge GLACIAL TOMB ‘ey Features Defenses Encounter ENCOUNTER 1: GIANT BRooD ENCOUNTER 2: Ice WYRM ENCOUNTER 3: FATHER LLYMI: Cuaprer 4: THe HUrxs oF ZoreTHA 27 e THE HULKs OF ZORETHA IN THE C427 Es Sign; Blood Moon 37 Cn The Zoretha Scr —— timeline. 8 P Variant Us 3 THE TEMPLE OF ZORETHA ‘9 5 Features 3 \ Defenses D Encounter Areas 1 ENCOUNTER 1: INTO THE TEMPLE...32, pI ENCOUNTER 2: STOP THE RITUAL....32 1 ENCOUNTER 3: THE HULKS AWAKEN33 : E Er 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not Cuaprer 7: RAGNORRA AT RAGNORRA IN THE CAMPAIGN Sign: Twisted Life imeline.. Variant Usage DESCRIPTION The Worldskin THE HEART OF THE Crate! Key Feature: Encounter Areas. ENCOUNTER 1: SKIN CRAWL..... ENCOUNTER 2: VANE ENGAGEMEN ENCOUNTER 3: VILE HOME... Craprer 8: SERTROUS 55 SERTROUS IN THE CAMPAIGN Sign: Infestation Timelin Variant ‘SERPENT RELIQUARY Key Fe Deten: Encounter Areas .. ENCOUNTER 1: GRAND TEMPLE OF SERTROUS ENCOUNTER 2: PITS OF THE FORSAKEN... ENCOUNTER 3: INMOST VAULT... Cxaprer 9: THE WoRM THAT WALKS 61 THE WorM THAT WALKS IN THE CAMPAIGN Sign: Infestatio ‘imeline Other Materiat’ Variant Usage WorMcrAWL ISLAND. ey Features. Delenses. Encounter Aréas. ENCOUNTER 1: RUINS ENCOUNTER 2: TAR Pr ENCOUNTER 3: THE OBELISK.... 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not. ‘ CREDITS Firra Eprrion CONVERSION De badooga (badooga#8108 on Discord Coren Crepits Ch badoogal on lesigner A Jot of text inthis Spe eran is DE at -alot o} site son D&D der Evi pe Ve eH fo An cg servers 7 e pcoe of jt ese Buys FYE, jar Mam me out wi they Du ie et a aks for all the Roe tes fea (peel Bit locks ftom official fs nts en ing eres a sa ha Converter's Note: WELCOME! ie nd In Welcome tp elder Evils Sell hope is Views HOLE aoe ral pfithe ensters referenced in this setae eles cument on fou can Iso, download a Sion of eee he Sages ene ifs book: as suc she ore nf to ac nite our own. ee ol nei ford ier to use Il by if del is ne Hee. Heat oe i Bintier or on Capa it t aes i the conten fort ever like, aslo ee Wen as aoproprfate. Have fun! Orrernat Boox DzsicNErs Robert,). Schwalb julmahn reg a Aes jacobs ffandon Louve Michael McArtor Anthony Pryor Eprrors Bonner ichele Cart fee er Cates Wilkes FREELANCE COORDINATOR Gwendolyn FM. Kestrel EprrinG MANAGER Kim Mohan tas 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not INTRODUCTION en elder evils stir, the wor Wh ld tir, tl al groans; when they awaken, the World weeps. Buri 1 deepest bowels of the Underdark, hidden in the farthest reaches of the tultiverse, or lost in the ifs : tween realities are terril ie thing Ss that exist only to destroy or horribly remake creation, So mighty are these ancient | eings that ae the gods think twice about standing against them. Mortals who are aware of their existence viciously suppress that knowledge and lestroy any who would serve such ings. Even if an elder evil can be forced back to whence it came, Its mere presence changes the world forever. In short, it is a campaign ender. EvIL To CHALLENGE THE GODS The Elder Evils supplement presents a catalog of some of the most infamous and terrible creatures ever to plague the ultiyerse, From an undead world orn’ at the moment of creation, to terrifying monstrosities that clawed their way out of the Abyss, to unthinkable ee from yond the janes, these beings exemplify, forrarst al can destroy pot just a ingdom but entire worlds or even existence itself, _ Most elder evils have been , .. imprisoned by great heroes, deities, or other powesful beings who fear t their ca Ye’ ire not fOr, easily forgotte: ers of ‘ eir xistence sedu ad ani € villainous, promising great power in exchange for release, Thus, eacl elder evil presented here has one ore servants, also described in letail Chapter 1. Evil Does Not Sleep: This section provides suggestions or for introducing an elder evil into the campaign as Well as signs that bring imes to your world New cult features and maletic properties add horror and power to elder evils es Aa reas if ie apter opus: This moonli orb antes stillborn afterbirth of the world's creation, an undead entity that desires nothing less than thé end of the entire multiverse. 3. er LI Afhebeh his host hes PHESROF ice, the mij is alien being is gl cially 2 are, corrosive form slowly infects his surroundings, reaching gradually to make the world a part of himself, His corrupt Brood roams free, spreading evil in preparation for their master's awakening, Chapter 4. Hulks of Zoretha: Left behind in the wake of a world- shaking storm a egntury past, these enigmatic monoliths hold a secret own by only a few. The Hulls are the oe of a moi st colonization project, awaiting a from a patallel plane, Once it they will animate to lestruction. : in: Leviathan is a creature of bestial intelligence whose enormous coils wrap the world. It sl eps in the deepest trenches of the seas, spawning tsunamis, whirlpools, and” earthquakes as it resilessly shifts. Now mad cultists seel fanaa! he beast and submerge all the lands. is Teceivet carve a pa' _ Chapter 6, Pandorym: Pandorym is a pores iy weapon an entity, from beyond the multiverse, Ancient wizards ou nmoned it as a deterrent to defend their empire from vengeful deities. However, the raging gods : en le the kingdom's reign before it fold release the weapon. ‘andorym now lingers, its essence split and imprisoned, waiting for release—and vengeance. _ ff ter 7. Ragnorr; i ime before creation, Ragnorra is a Ioree of perverted ite that iirths monstrosities from her swollen Body. The deities cast her into the As a Dreadel seed and fall TS, Boats ; ing stars monstrous offspring in worlds Ragnorra approachies—and low she smashes info worlds to remake rally. This is unofficial Fan Content permitted under the Fan Content Policy. Not if Evit Dogs Not SLEEP apy caret bbe fer Tena Jand, pry people, my very world was "Ancient scroll recovered from the ORES SABE The following pages present incomprehensible horrors, threats to the campaign setting s 0 powerful as ring ito. in end. nese beings ave nothing less in mind than the utter destruction.o a world or even existence itself, Even if their genocidal plans are not pe Tealize moe pet leave the wor! unrecognizable. Elder evils are pot just mapsters ith impressive Challen; fe Ratings. They sre campai pstones. Their abilities outstrip those of even the most powerful player characters. In some cases, the party does not confront ¢ ¢ elder evil itself, but only a mighty extension of its foul will. It might be possible to fight and even defeat such creatures, but their very existence unalierably changes the worl If ending the world isn't on your horizop jtist yet, the foes described he following chapters make exciting challenges lor your campaign's high-level adventurers. ‘They and their powerful minions are the basis for grand story arcs that pit the characters against the greatest threats facing t t eir existence. As an individual challenge, any of the monsters presented here offers a memorable confrontation. An adventure need not conclude with encountering the el party might thwart the plans of villains early enough to prevent an apocalyptic outcome. _ I you are ready to bring your campaign ‘0 a close, inp ughy start with this chapter. It sets out the . basics of inco ae ing a beings into your world's history. As well, it provides some advice on ending it al ata way that é, not or tae and exciting, ing too. er evil itself; the ut satist THE END TIMES "The shrieks, the laughter, the, janes We were onan We raat t why or how, but clsais and hallucinations ruled our feverish minds. You might be wondering why you show ld ever end your campaign: ings are going fine, and you're having fun.” j To cite a cliché, all goed things , must come to an'end. Even jf you're not ready to stop now, one day you will be, At so) © pont, t e Party ascends t fea ly heights of t fourth tier of play, and fewer an fewer foes can challenge them. Se player characters own castles and lands, command continent spanning organizations, lead entire religious movements, of are generals of armies no longer content witl mortal wars, your Ganipajgn 18 ig ching a natural GbE eo could forge on, having the part challenge the gods themsclves, but even then, the tale has to end someday. S830, =e Ending a campaign is a significant achievement. It is a natura conclusion to all the stories you ane your players have told, together, an it gives everyone a feeling of accomplishinent after years of play. In addition, bringing your campaign to a close lets you etibark on something different, exploring new worlds and poss ‘s—in short, death ene 'o rebirth. INCORPORATING ELDER EvILs Elder evils Jurk on the fringe existence, They have al and always will be, Althoug can be as powerful as demigods— times more so—they are not eg. They aren't intent except to wipe out Sate and attend there creations; elder evils unravel them. The mere presence of an elder evil threatens reality. Such power is ; ditticult to conceal If the party hasn't eard even a whisper of the entity, to late, why and how has it masked its presence? Uncovering this mystery can be as thrilling a chaJlenge as the final confrontation itself. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not ‘Tue Exper Evi In THE CAMPAIGN This section sets out a sample story are with increasingly difficult challenges, culmi ating in t e final confrontation with the élder evil The Suggested Level of these challenges correspond with Soe nin signs of the apocalypse, as detailed ater in this chapter. Each chapter includes a section that describes the game effects of that elder evils sian, wo subsections suggest ways to asap the elder evil tothe Eorvotten Realms® and Eberron” campaign settings. presents an Original variant on how an clder evil might fit in a unique mpaign setting, or it may present etree "pict aie or toe details to be used as appropriate. You can adapt any of the example sIder evils in this Book. s0,that they fit etter into your setting's history. or example, planar campaigns or campaigns that use Spelljammers ruehinnetitarchange the derautt locations given in the original book to better fit the setting they are a part of. DEscRIPTION 3 Here follow physical details of the elder evil. Important servants and minions are also presented in this section. Statistics for these creatures can be found in a separate document, linked here. /sage, up subsection Pe ee aC EN ATION f Each entry has an overview map o tie prea which the fal” confrontation occurs. peciie encounter areas are described in narrative, and a few are tied to tactical encounters at the end of the chapter. Each tactical encounter includes a map of the Tegm or area in which it tal es s place. 1 information includes creature statistics and tactics, initial positions of | combatants, the locations of traps or other hazards, and other details important to the encounter. SIGNs OF APOCALYPSE An elder evil, or its morta] minions, might be sativa thrau Fal migions ie pampaiph, ut only when the. rror awakens, arrives, or sqts its plans in motion ‘doc: the world now-of it. This awakening manifests as a sign: the FI hysical, mauieal or psychological imprint of the elder. evi! ign rel ects an aspect of the iS purpose and nature, and it flugnces, the entire campaign setting. Sometimes it appears not by the will of the entip itself (which would rather not tip its hand), but as a warning from tl ae ‘ods, who are often constraine from direct involvement. Intropucie Sicns When adjudicating a sjgn's influence, describe in flavorful, narrative how it alters ic worl around the party. tuotations that introduce each sign for inspiration to guide your story. After # Sign 4 pears aad gains strengt , 1ts effect cy e nearly as devastating as the elder evil itself; gven if thestgreatis dealt with, this lingerin influence leaves the world much different place. Since signs ave, such widespread effects, handling them within the context of the game can be daunting, phe, imple story ares in the following chapters suggest ways to heighten a ven sign gradually over time, hen ittinally becomes overwhelming heralding the imminent arrival of the t! rg? hs, party's average level should be hig enol th to resist all but the worst effects. di to th IDENTIFYING SIGNS ie ordinary mortals, the appearance or a sign isa mysterioys phenomenpn- forepoding and sinister, fo be sure, bul without obyious significance. Onl Soro Significance. ny oper training and experience, who are steeped in ancient or forbidden Knowledge, have any chance to recognize its grim implications. This is unofficial Fan Content permitted under the Fan Content Policy. Not if Details; The Hulks of Zgretha are agsociate” wit this sign. ee chapter 4 for more information. Drap Sun "The sun did not rise, Hours tyrne into days, days into weeks, and s ies lanket of darkness shirouded all cruel, dark winter was upon us, freezing the warmth of our bloo When this sign appears, the light dies. The days grow shinier, and, temperatures drop until finally the sun vanjshes from the sky, plunging the world into perpetual night. "Effect: Natural and magical lighting diminish‘as the sign strengthens, until the sun no longer rises. Details: Father Llymic is, agsoaates with this sign. See apter 3 for more information. Variant: Instead of the sun disappenring completely, planetary rotation slows so that, ultimately, one side of the world is bathed in Perpetual light while the other js Pk nge into eternal dae ess. The effects of the sign on the dark side function as normal On, the light side, the effects are reversed: The range of natural light sources Gqublesy sunrise o¢clits earlier and sunset later; spells that produce darkness are impeded anc light-produci 6, spells are enhanced. Finally, global average temperafures climb rather than drop. The glaring a eat are as great a disaster as endless dark, ultimately rendering the light side a lifeless ruin, EErte WEATHER " Frogs fell from the shy. for hours. emi y, flaming Stone: showered us, killingall they touched Then jt snowed for three weeks. Who knows what's next?’ his sign alters the weather jp rastic and unnatural ways. Snow in the summer an Sweltering heat in the winter are just the eptnning, ainicant ‘s lash the.coastlines, lestroy vil lages, or flood entire cities; tornadoes rip apart the countryside; and bizarre weather. effects become commonplace. All 1 while, sic ening green clouds form, and violet lightning dances between them. ffect: When this sign manifests, it creates strange and random, 2 eteorological effects. The intensity af the sign determines the extent, frequency of the unusual Weather. etails: The. Leviathan and argon are asso igted mit this sign. See hapters 5 and 10 for more information. INFESTATION "Do you pear that? That terribl sound! The scratel ing, the endless Scratching in the walf-and the rats! ey re everywhere, choking us, drowning ust The world shudders beneath a flood of loathsome creatures birthed from the depths of the seas or the dankest pits ofthe Under ulse of the lurid sign. The P lestatiomiaweepstcrossitne lendst devouring everything in its path. Effect: The type of infestation depe is on the nature of the elder evil. Aberrations, animals, plants, oozes, undead, and vermin are typical choices, though some magical beasts, outsiders, and even humianoids coul AS sign Brows. in strength, so too do the numbers, incregsing the challenge of the encounter. The creatures sprea throughout the campaign setting as the sign grows stronger, and _ encounters range acon single fights to desperate stands against vas “Details: S |d the Ws etajls: Sertrous and the Worm that Ri: fe Pog, ayth this sign. See Chapters 8 and 9 for more information. i Wartant Io eo need not be combat encounters. Swarms serve ell in this role: Clouds of locusts vour crops, numberless rats spread disease, and creeping spiders rape entire cities in webbing. rk. Armies of Restiess Drap "Too long have we reveled in our wickedness, too long have we sampled thé forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among he dea 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not ‘Twistep Lire "We argued about which deity had ce us us the oon farmed ca in forces. en we should have taken action, we instead wasted time on pointless egngling, Onjy now can we see the fini sterparicetemrteete wth is sign first manifests wi ccelerated healing. Soon, though; living creatures and in: Eas meee apie Come ge festering boils, whic! ea 0 eX] swarms of pests Not long ai er this oon comes 12 yent rain of sf apores, dotting the ¢ lan growths t] hat spa mn yea $ abominations rea ag across tf) hellan TAs the strengthe ds close. oe poe gh grows ustule font bones listen YecoM, ‘8, gorrupted tits peal, indead but gOS Po idden are literated. Tse as gil Greene and the living Thutate into twisted progeny. iffect; This sign manifests as a. surge of corrupt positive energy that pecuns ife on an entire world. tail scape will De aenorra is associated with tl s sign. See Chapter 7 for more information. ADDITIONAL SIGNS When creating your own elder evil, use the followin, inspiration. Altet the eliects to fit the theme of your elder evil when. necessary. ALIEN SKIES "I peered into the heaven: searching h re ar ight, but las found no ipa Tne Af we strange and disquicting, as though we were adrift in alien seas. After the sun sets, the stars twinkle in the heavens as always—but they ate strange. They un miata wit weird colors, spread rand wonder in all Familiar eopstelatons: bane Te: form, or shift to new locations. As the sign reaches its peak distor ‘ing the arcane energies of the worl unsettling auroras and intense meteor showers illuminate the night skies. made to maintain concentration on a is increased by loderate: As faint, but whenever a creature deals gamagg ‘with a spel * ¢ damage of the sj Prepac changes ro On of the follow age types (1 roll dete ming tl damage type): eat fire, force, lightning, necrotic, ee Bsyc i¢, radiant, or thunder. Strong: As moderate, but the DC for saving throws madé to maintain concentration ona spell is increased by'5 (from 2) Additionally, all creatures gain a +2 bonus to saving throws against spells and other magical effect: helming: As strong, but whenever a crealure casts d spell roll a d20, On. the creature a t roll on the Wild Magic Surge ple to create a random magical aieet mae The,DC for any saving throw This is unofficial Fan Content permitted under the Fan Content Policy. Not c Overwhelming: Average global temperatures ipyrease by “85 grees, and al adios and streams of water los i LL ct ot depify™ each w ck. luonally, the win rengthens further; all win eee ane Wind Bic 110), and wind fal was ayreal ly strong Row liter ly burns. Such win aoe (4 fire damage to creatures an objects caught in it per hour. ant: The inverse of the dry win ig sign. is dreadful flooding: Clouds pile up overhead, darkening the sky, and they unleash torrents that drench the world. As the sign intensifies, water levels ris e [Med pinrecieniban ral a temperatures cool somewhat: When the Sign grows strong, they drop 1d3 Horrip BucHT "Before my very eyes, the waters darkened to the color of coagulated god One by one, white shapes obbed to the sur! ape; fish sigin by the tainted sea. An the smell—the air reeked of a slaughterhouse. This sign slowly kills the world Creatures become barren, no longer producing offspring. Animals sicken and lie. Plants wither or rot, while lisease runs rampant, corrupting all with its horrid touch. i Faint: The save DC fo resist any disease increases by 2. : joderate: Ordinar plants begin to ither and dic. Dead ant als an plants become carriers of all mapners f contagion and disease, and plant-based food begins to gcome unsafe to ¢ : Strong: The save to resist any {isease increases to 5 (rom 5), and jiving creatures that are suffering fromza disease also have lisadvantage on death saving, throws, Famine is widespread as all forms of organic food are riddle “Overwhelming: Each day at rwhelming: Lac! al wn, (A ree SR eee Constitution saving throw or be poisoned for 8 hours. SERVING ELDER Evis "That AP Beast shall aeaier is I inevitable. I'm working to ensur, am the first to die when it does.” —William von Dreichart, ma cultist Elder cvils do not attract many mortal servants, for their nature is opposed to all living things. A few wretches who despi thing, whether they be, nt of Junatics, do pow to an elder evil Annihilation’ is the only reward for such service. But for those driven by insanity, a unquenchable thirst for vengeance or myriad other strange and sini motivations, the utter finality of death is sweet. Aiding an elder eyil is the surest means of émbracing that much desired end Any intelligent and evil creature on the elder evil they setve, or they may gain a vile feat of their choice, 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not Most of the time, a feature that eUiiltists Sher madness, ale retha Ts encounters themlten thane? Cwen race their madness, allowing Flesh or his minions is transformed. th em to resist al rmanupilation Ty po laeavaHo oer spawn lowever, trol via ‘adness of Ta ere are rumors of creatures pat ore paces ome cult ists can also i are able to preserve their min ipppose Madness onto others via the tc after the transformation, a allowing Méntal Overload action option. Ss for the eastenee of sl Mz of. The cultist i c organizations of brood spavy that Madness of Zoreth, Ge. The cultist is e enact their plans from behin immune to any spell or effect that b wouldread its thoughts, determine if Cy, ‘Cult ists of Father Llymic perform itis lyi rm or frighten it, or cat “site Hituals that transform them maglealy in uence its thoughts or Wr into inhuman monsters, eventual behavior, unless the spell or effect Joy turning them into brood s comes from the Hulks of Zoretha. he) most d fevoted of his cultist S may to wenhaveachance tointeract with Mental Qperload Mores a = then iymics illus he proj ctions, (tist must succeed on ab chi whomavtered ic henincode ct ee eee nce pl manipulating fi becoming icy ng.term madnesa for § h Ee the abom nation aleniasel may ened tthe Lor ess Ley gain the li tign option ale Te Oe Len ashes Pot SndJor the Chilled Pfesh trait. Hoel a ences teat oe C Chilled Flesh, Ve, cuitist has, Guide) to ee Beasteie, cal resistance to cold mai ness. e affected creature can of creature that touch gam; ca Ri or repeat th savin throw at e EN of eH its it with a melee atta each hour, ending the effect on itsel as hin’ fect ok ittakes s UdiO) cold ona success. chr jamage. Co ley Touch. Melee Spell Att 0 On, Bactch equal % the cis ist's, cae proficiency bonis e pais hay sma Bl reac! one target. Hi PPedds) eof dams ey ha HULKs oF ZORETHA inn Typje 4 Cultists; Berserker, bugbear, ch syultt natig, cultist, ogre, orc, troll Fol adn Is: Vicious mockery ma cantrl us _laug! yer, ist level), at hi udeous ness At eh eae eserapauness (ai of fit wwulf the Sou biter rules the if tists of Zoretha with an iron fist, ye Teading them on raids o} S] surrounding settlements and Hi cmt: g new mem Janwulf Pat ise ig not fait! uh inst Ty busing the low intelligence of many 7 erserkers, ogres, an troll is inorder si to retain his power over them. There Si are also devotees that act alone. t perhaps becguse they went mai Feading the Zoretha Scrolls or were 4 exposed to the Hulks themselves for too long. This is unofficial Fan Content permitted under the Fan Content Polic lot d RAGNORRA THE MOTHER OF MONSTERS ical Cultists: Aboleth sarcoma, Re ‘ite cuittanaue, ates any ea » Spells: Gui fh ei st level ie rpedfdnd Tevelf de Ue tevel es bast (tisted life not just on ateria] ars: but also in the Fowl | and the? shay fell andful of refugees from her prior Tavages on these janes formed the lalshapers, a cultlike grou dedicated to helpiny tte Mother of. Woe is perfor rotesque art. ese fanatics bel lieve they have a duty to guide Ragnorta to every eau Hn ‘worl scholars note, though, that they never target worlds on theit home plan The Malshapers waich the Astral Plane for signs of Ragnorra’s ascent. mice they detec jevement, fies, Scout outa suitable location. strew samples of native life alon, her ikely path, ea redraw the astral Tunes to lure Ragnorra to the target world. While s finaiemnd lee cultists or roups who pledge themselves to gnorra may anal most cultists of ala orfa are sought out by the. ef in order to join their ther way, cul RES Yh, a orra receive ie Warpes fe strait and the seule BIG ction option. Flesh. The oe has advantage on saving throws figainst Rai and it is immune to disease. ditionally, any critical hit against e cul is comes a normal hit. ae (Recharge 6) The Sailer euche dine eerste within 5 feet of it. The target must succeed ona DC 15 Consti tut ion paving throw or have it: ‘warped by a covering it 9 isters and tumors. While its flesh is warped in this way, th pare 5 9) joisoned, its s speed is reduce: re fy ap it pant eae De ne eff cet fa sts for 1 minute. poisoned target can repeat the saving throw at the ren of each of its turns, ending the effect on itself on a success. SERTROUS THE PRINCE OF HERETICS Typical Cultists; Acolyte, commoner, altars cultist, any demon, Sjenat nati re Spells: s i oa eantnipy, and dt st level Suggestion ( znd level) spirit guardians (31 The Vanguard of, Sea is made up of yuan-ti cultists whose teachings are secretly assed de down, by the le of demonic patron. However, as Se ious eacl tings cat he fe more spread independent erat Begin to sprea wor ds droughout normal, civilization in the cam: Followers of the teacl gS Becinous are granted the Sqrtrous fait for their loyalty, tionally, those th notte oe nig do mot wish co ayaa, ic of vy their al have tl lestament Hep trait. Disciple of Sertrous, The cultist has advantage on saving throws against vine spells. which are spells cast clerics, pal, i ruids, rangers, cel lestials, ane er sources t e DM a eee ‘Faith. When the cult tists is ze tuged to 0 hit points, it explodes in a burst of it ne enéray. Each creature get o eluouiened aes ¢ ore pean les succes one. The cultist an: everything it is wearing an eaecyin Except ma ‘ic items, js reduced toa pil line g2 gray ‘dust by he cult sou this explosion. passes into Sertrousss rea in Res SS; fe cul eat at ee undead or be brough ofte by any means short of a 5 oti Kyuss THE WoRrM THAT WALKS ‘Typical Cultists: Avolakia, cult inatic, cultist, death cultist, necromancer, star spawn larva mage any uni ill touch lead Roel Sau se hie st level, hold iid level) vampiric touch 5rd fevel) 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not orrosi foi A creature that cacti fist or its if wit! melee attack while within 5 fect oF it Bho ati i) acid damage. Foul Any creature, other than.an ooze or another creature that has BS, trait, that starts its turn within feet of the cultist must succee ane be Constitution saving Be ww or be pojsoned until the start e creature's next turn. ‘Viz FEats Vile feats are powerful boons available ‘6 Felli a NEUS of evil Hanmente. those sagan poss BAC Eyal wil Pursue stich bopns at any cost, even esortune to pay fation.and deformation, ‘od of acquisit Sheeran abilities 0} are available to cultists that associated with [-lder evils or other evil entities: these abil sare Not specific to any one Elder Evil, and a creature can have more than one vile feat at a time. ABOMINABLE FORM Th ou itist revels in the ruination of ifs esh, ravi ing power from its start big, leform: cise aye erwise cule its turning them into a grotesque shadow of their former cl At least one of their hody parts {Such as a limb ‘or their facc) have een mutilated in yal way; mutilation can only be Naas ‘by Sease-curing spell lated Flesh, In rie eee i re. Creatures that = rave disadvantage pagavin bro '§ against being phoned Adcudataliy once per turn when the cultjst hits a creature with a melee attack, they can force the target eto ake a DC 15 Wisdom saving th Mn a, failed save, the targe is wa tened of the cultist il the end of the cultist's next urn. lasightly. . The cultist gains praigney Fp e Intimidation skil pan its pro iorehee onus is doubled can see theta cultis| for any ability made using the Intimidation ’s! APOSTATE ae cultists hatred of the gore it with potent resistance st their wor! fence. When the ist makes a saving throw to, st the effects of a spell cast by a paladin, druid, ranger, lestial, or some, other divin source, it can add its proficiency , onus to the saving throw if it isn't Proficient in the save, Inquisition ‘The cultist is immune to e! at allows other creatures to read its thoughts, jetermine whether its ving, ‘ow its alignment. Adqitionll 5 the cultist can't be targeted by an divinatjon magic or perceives through magical scrying sensors. CHOSEN OF EviL The cultist's naked devotion to packeaness causes dark powers to take an interest in its success and eing. Commander of Evil The cultist can utter a special command or warning Z nostile creature U Petecouniin feet of the Saltist makes an attack roll oras: ne. throw (no reaction Fe iret a ture can add a d4 ae rol ‘provide dit cal fear and un lerstan he cultist. a s trait doesn't function ile the cultist is incapacitated Unholy. uy Protection, ei colts can usc its reaction to halve the damage at it takes from an attack, spell, or other effes Dark Knowzencr The cultist uncovers a picze of forbidden lore or knowledge that allows it to tap into ancient powers ot evi ts. If the cultist has aa ee aero ong spell of 3rd level or lower. The cultist can cast that spell at its lowest level without using a spell ot. D; idulgence, After the cultist makes an attack roll ability check, or saving throw, but b ome is determi adiittonal B08 can, be eb The cultist g ee ol d2t role to determine the gyteom ay When i iL does so, iL takes necrotic damage, whic cane Abe Padacedl or prevented in any This is unofficial Fan Content permitted under the Fan Content Policy. Not if re 5-6) As eet vehed ring torn Hist he Bet pecs apd ed inisults in, c ach creature within 0 fe SPSfae cultist a rabets ir Re. cuitist must succee isdom savin, ow arte Acaiened tor Pminute. 1 di dvantag fon all ab and saving throws, A tar; repeat ye COWS throw get is of each of its turns, ending the effect on itself ona success, Alter, S268) fais acon the cultist fakes bevel ic damage, which can't juced or prevented in any way. Hanvesree or Sours When the cultist delivers a killin blow, it destroys both the flesh afd the soul teal. When the cultist reduces a create) to 0 phat points it regains an amou: t pon eetal tothe cultaes Challenge: ing. Ob ivi on of Spinit When a eature oe eet of the cultist ies, ‘he. eultist can use its reaction to annihilate its soul. That creature can't be revived by any means short of a wish spell. InsANE DEFIANCE ‘The cultist dope insanity as a shield to turn effects that target its mind against those around it’ ess. The cultist is immune to being charmed or ri weld \n Gesponse to being targeted by a mind-affecting spell or effect, the cultist, can use its reaction to retarget the effect to another creature of its choice, other than the caster or source of t fe-ability, within e effect's range. LicHLOveD By repeatedly consorting with the undead, the cultist gains dread Under Mindi Consortium. Mindless Meeneetanitoe cauiiead f eature. Becoming nore and Ere fi an actual lead creature, tl cultist gains immunity to ne crotic A poison damage, as well as the poisbned and paralyzed conditions, te Fortitude. If gamag re peacoat te a see paints, it ust mal eat ofeiee wing gation ¢ damage taken, un unl ess oe ge is radiant or 4 critical the “culist a bt instead. fa Success, hit point Mourperous INTENT The cultists enemies fear its “Peedhy Ciaeal The celtist se res e cultis a ate ie ical Mok 19 oe 00 a rolls th he Gamage ice three | times, instead of twic Slaughte fer (1/ a) if te cultist makes a weapon attack with advantage on a attack roll and hits a preatur e target kes an itional q ¢ a6 ) damage. target is incapacitated or surprised, fhe ‘attack also becomes a critical it. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not Materic PROPERTIES Elder evils are capable of incredible lestruction. They wield devastating magic and posséss gee of potent attacks to work their edness. But such power alone, offers ittle defense ag inst the gods and their servan' ‘alefic Berens are their insateguard against divine interference. malefic property is a supernatural ability, intri 10 the vety nature of an elder evil Dispel magic and apomasich field have no effect against a malefic property. A malefic property affects a enormous area and might influence n entire region of the world dey ending on the nature of the elder eal elder evils have Anathematic Searcy (ore Eider fu il Aas shields them from spells and scrying sensors. Each eden evil has one audiione ‘maletic reperty, chosen from the list Swsa appropriate to its nature. he sample elder evils provid ook can guide you in deci ing al a pote le mmalehc § property for one of your own design. Dark VISITING An elder evil that has this property proigets terri ying nightmares into [reams of living Creatures. lark Visitit v living creates ue Sahin | aria S attic, ler evil myst succeed on a We lom saving: throw or be althicted with a random form of short-term madness. Ifa creature fails this saving { more, itis ee SA teh ith s portdors form long-term madness. a creature n the Tol papaeoriead d with random fon inite madn ladness, Lon Indensis Nia neg (cee hapter 8 Masters Guide. Discorp AND Wor The presence of an elder evil that has this property can use its action to incite violence and suffering. nation ort Term ladness, ani bles can be of the Dungeon Discord. aR Hee Ps One, cr gecure withit mil oe tse ie Wisdo ifs aware saving throw. A creat atomaucaly ily suc cdsifitis ines to bei arme ioe Save, the ie tarct other target its halt San damaging el ace for folhes The then gan repeat the saving throw at e end of each ofits turns, ending the effect on itself on a a creature's saving throm i or the effect ends for it, the creature is immune to the elder el 's Discord and Woe for the next 24 hours, Drving Scourcg An elder evil that has this property can punish deities’ servants with a powerful surge of profane energy. Divine Scourge (1/Day} As a age any re, Mins 165""5 miles of the elder evil that 1s a ipusco! vine magic (a din, druid, ranger, or some ‘other on the D. tt priate) must mi ke a Re : nsutution saving throw, A targe 3 (G0d6)nebrotic “Ais on a ie fed saver ob baits puch | fam ge on a successful one. na Save, a target also suffers one level of exhaustion. eee il that hi elder evil that has t ‘operty can ieee coml tabae anak deities eir Servants. r The elder evil deals oul fea famage to gods and celestials, bypassing their rpgistantes immunities. If the evil reduces god or celesti: to 0 hit points, itil them nstan ly. IMPERVIOUS TO THE DIVINE An elder evil that has this property cant ae affected by ie magic of any a ess. ine source. 1. The elder spells, pet ich are spel]s cast by clerics, s, druids, rangers ce lestials, other sources tl deems appropriate. PLANAR ANOMALY ma char ae fhe Divi iri This is unofficial Fan Content permitted under the Fan Content Policy. Not if ATROPUS ‘Behold the death of your w. Hehe! of esti ig a ei rizon. faint body is e comes for me. "for HL Re pice, for the end is es atin ET te per: fect eternity o1 undeatl Caira_Xasten, mad astronomer and ur-priest trop’ fe Nypris Bonn Dead, drifts rou th e gulfs of space, se: Pe 2 lor worlds to consume and, wi finds tl eeeeranit, Hi fife, with tts gruesome touch. athe pica of Creation, it is committed unmakiig ath ‘ings. Nothing, not even the gods, catvhalt its relentless progress. BACKGROUND Atropus's background is unchanged. Goais Atropus's goals are unchanged. ATROPUS IN THE CAMPAIGN pees ee in the ¢ iptiness etween worlds. As it dri is tt casts out with its senses, sampling the emptiness for signs of life. Once it detects a living thing. it moves toward the source. Since it is such a distant threat, you can assume the ler evil has been around for as long as your campaign setting has existed, and has been traveling toward your world for any nutber of years. Once Atropus takes an interes your wor] nd place it in the heavens. It is indi uishable from the other celestial bot ies at the start, and as it comes closer it reveals its sinister character to coincide with the intensifying sign. ee that Stcn: Resttess DEAD Atropus's presence in the sky causes lead to rise from their graves. 5 nsecration: If a forbiddance, ieee wv pr temple of the gods spell is cast and is mate 1g affe fea LA ts of this S' Piet are nu caters within the area while the spel Spells persist. However these spells cannot negat tnd spont: ned iS apmation oh witl ie area. ells that rasetundend eat eninmtec ta et twee as many c creatures al cd bak C1 wr twice “auuation Additionally, their normal whenever diving creatine dies, there is a ‘ance that it will spagtenequsly rise as a zombie in rounds. Moderate: As faint, but the chance ots ontaneous animation increases 40% In addition, undead gain ten orary hit points at t art of each of their turns throughout tl world. Strong: As moderat chan spot increases to that begin to rise as skeletons or zofb ies, depending on the ee of their cory In additio: amount of hit points restored via magical healing is halved throughout the campaign world. ' : As strong, but any creature that dies auiomatically rises asa zom| round after death. Previously dead creaty res automatically animate as skeletons ditionally, all undead in the campaign world gain advantage on Saving t ps Tere spells and ot! magi C3 fects, and are immune to e! that turn ‘TIMELINE The possible Fampaign outline given Roms tbe following table io: Fthe ested level of your part sug ty fo} each section of the original oulline. SUGGESTED Party LeveL CHART in the ori ete is unt 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not ‘Variant USAGE Rather than being free to roam the Material Plane, Atropus could Bnerey ane stasis on the Negative ner nce release if mught to. ‘transform all t Pines intga mass grave ravevard Inithisicase the Restless Dead sien could represent Atropus, drawi heater to a given plane intensitting upal | Atropus is able to enter the plane ‘default Sign of Apocalyy se for tropus is certainly a major effect in your. campaign world, but some may Hind it ungatisiying that the Sign 1s 4 assive effect that is simply product of Atropus’s approach. If you wish to mal tropus feel more like an active threat, allow more Rowerful undead in peewee. to Atropps to descend from the fpooul let to, your campatga satting. r example, you can take advantage of Atropus's connection to Atropals tom: e them effective heralds of the moonlet's pence stillbort creatures from the Negative Energy Plane, atropals also serve as fective ds in planar mpaigns, acting as forerunners for the much larger threat to come. You can also consider other threats fg act ag villains 1p anticipation 9 tropus's arrival For example, while e original che line suggests that oncue e anvils in an interplanar, ae ‘chon trap Seeranaial Es eneral might Joyal servant ale CUS, Ty ther than betraying | him in favor o Atropus. ihe a include ae {ady itm: vie rder o} meral Map aspiring | ich, or mummy, id of tindeat! ie nan ra uy jead celestial’ ii the Worm That Wks chapte 4s taken, idedtoal retin iH jecided to ally wi the Ed ri has de $0 th at Le Tu he aa weege that Atropus in leaves aciadiicnny , feel free to alter the ils as to how Atropus is ee Gampaign gut apocalyps: major, Pies suggested c vee oe ways for ropus to be sumy on d 5 Spe pene throug! gh the book of vile ‘kness, or tl e massacre of. gaty by ¢ mg of force s. Below ae ad itional 1 Atropus mig! she be summoned: Perhaps a certain artifact or magical object must be desea in order to summon Atropus. example, maybe the boo: gralted dee deeds can ‘bg temporarily stroyed using a talisman oi ulampate cra tic act ot which awal s Atropus ae towards the setting. rernatively, perhaps a dimensional seal or a janar barrier prevents Atropus rom entering a given plane or approaching a given, planet and if sri the World Born Dead free to approach ani ities for papifilate it, in be erron,, an eldritch machine, a detailed'in Eberron: Rising from the Last War, may be used to channel I ares amounts of negative gnen in order to cause mass seal ith, or a may simply be, used as om g beacon tl EM entices tropus to approach the setting, a planar selling. cultists of ie orld Born Di ead erform a ritual to break dowa | ns triers that separate the planes, a Atropus to pass through a large planar portal into the far; pa Spelliarmer campatgr n, Atropus might be on a Ret bath through the'cosmos. Ifit isn't stopped in time, pus mi gh destroy im jor planetary hub or a capital of irge civilization. This is unofficial Fan Content permitted under the Fan Content Policy. Not if Key FRATURES ‘The moonlet of At idol is,a barren, unforgiving wasteland of dread and La aa littered with ut neg, star Spawn aberrations, and debris id cl from the countless worlds Pacreaitated Tae followin slices take place on and within 60 feet of the moonlet: The moonlet remens! on the dark side of the world, keeping the Recht etween it and the sun. As such, the moonlet is in tota rkhess. e moonlet has a thin atmosphere permeated by a field of negative energy. It is not. breathable, and creatures fhat gufocate. in drare overwhelmed by the stench of rotting fles! Due to the moonlet’s low gravity, creatures have f car wall ng ae increased by 8 feet only Phidgeonng dar age for ej feet they fal have their carn hey fal andy loubled, Creat es take 1 necrotic damage each minute t at they the moonlet. This damage cannot be reduced by resisiance to necrotic damage. Consiructs, star spawn, and undead are immitine to this effect. creature that isn't a construct, star spawn, or undead that reaches 0 hit points dies instantly, Hsing as azombie after 1 minute it ing raise beforehand. Se cannot be restored to oe Amou not ie poipts restored SA by magical he: healing i ells and effects that alee to restore life fo dead creatures have 0 effect. Shells that raise undead can animate or tari et twice as Mal creatures acai ake effect for ik their normal duration. DEFENSES The moonlet has few defenses. The langers of the void are enough to ‘eep enemies at bay. Unless joonfet aa Con es alfe ly entered the atmosphere—at which point it is almost too She hara ee must contend wit azardous environment, After fe ratinds of ‘exposure, and al the start cach of its turns thereafter, a creature that 8 Isling its breath must make a 1D 3) Constitution saving throw. On a tated save, the ttire runs out of breath ani focating. On a fail id save 01 29° more, the Greature 1 iso stunne¢ until it can breathe again. f the pharacters set set foot on or fly above the moonlet, the, infesting its surface spill, Scie i Bie haracters remain, will eet of the Surface, there's a chance for a random encoynter, as shown on the table below. If an encounter featyres a creature from a ook you dont have, pick result rom a book you do have. 6 ists the source Edis" it is referring to the pe eee bestrary for this book. d100 Encounter Source 01-10 1d4 nightwalkers MTF 216 11-20 4d12 ogre zombies MM 316 21-30 1d6 atropals ToA 214 31-40 1d8 angels of decay EdE 3 41-50 1d3 famine spirits EdE 6 51-60 6d12 ghasts MM 148 61-70 4d12 wraiths MM 302 71-80 18 atropal hulks EdE 7 81-90 2d12 dread wraiths EdE 27 91-00 20d6 zombies MM 316 ENCOUNTER AREAS Given the moonlet's size, it could fate, an entire book to describe every location on its surface, following are just a few of the locations appear on the vast "face" of ftropus. For a map of tl locations, see the Sriginal Sook. A. Tu IcHoR SEA 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not The Moonlet — This is unofficial Fan Content permitted under the Fan Content Policy. Not J D. Inxy TEARS Welling up from ope of the Byes of Death cae a ea HY is a bypbth : orrent of hideous slime. his Hid has the same properties as the Ichor E. BUBBLING CRATER This crater is similar to al] the other craters marring the moonlet' surface, ex a that from, Es lepth pees fli lack ooze~the bilious, ood of Atropus. A random undead creature (or creatures) always attends this place. : Ungees within 20 feet of the crater have a vantaee, on saving throws, and they gain [0 temporary hit points whenever they start’their turn er Non-undead creatures touching the foulness at the hottom of the crater are affected as if the come into gentact Ee de eee F. Toe TRENcH ‘he ground drops away, forming a Hee ac rn areae yep ae and the Great Depth, It extends some 30 feet down. Haunting the lepths is twes ar Spawn at ers Me SEE SPE awl forth trom the trench wall'and attacks any creatures they encounter, If you lo not have access to the statistics of a =a spawn sth ler, you can replay Tebeherder sombide CIM STS" G. VENTS Spewing from: 6-inch-diameter pits are streams of poisonous att peat who require air can breathe here, but whenever a non- \ndgad creature enters the area for the first time on a turn or starts its turn there, it must make a DC’ ‘onstitution saying throw, taking 33 (6d10) poison damage on’a faile Save, or half as much damage on a successful one. On a failed Save of 5 or more, the creature is also poisoned until the end of, urn. Creatures slain by th BBSPTNYS aS ASraeaRS OM H. Tue Eyes oF DeaTH s next Each spanning 40 miles across, se glossy black stones reflect no t, seeming to drink in everything shining on their surfaces. These blacl expanses are jn fact the eyes of ftropus an or as long as the party lingers here, Atropus is aware 01 their presence. There is also a 10% Shance cach minute for ine aspect of Atropus to lumber towar the 7 aracters from.a random direction, {40 Gide < 18) teet away. Undead in the area gain advantage on all saving throws, and they also gain immunity to effects that turn tindead. 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. FACING THE ASPECT OF ATROPUS The aspect of Atropus fe 2) ci appear at any time you like once t player characters arrive at the moon a tropus Js no fool, and it generally won t send its minions against ie party ‘until itis prepared. However, th cus might come on its own. Each tIme the party rolls initiative, there's a 10% chance that after | CUES oe Peper of Atropus approaches the characters fro: Pee Roas efeetion 140 (Ado 10) feet away. ENCOUNTER 1: BONE FIELD This encounter is unchanged, except that the ead boneyard is only capable of summoning one young red bone dragon (see Edi 5) Tactics ¢, dread boneyard hides in t ails Tape anne a BOO \ igdom (Perception) check t spot i parca great pees within ot fcet of the boncyard, it emerges, al initiative is tolled: eats arty didnt spot it before it emerged, the boneyard gains surprise over the party. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not ENCOUNTER 2: DEEP CRATER This encounter is unchanged, although it is pel a i! eth tthe oe atropal s Tee st foe the start ofc combat, they ar range of the atropal's ite ince Aura, which they will stay within range of unless they etgemine the party cannot usé Turn Me anwhies fhe atropal will cast a innate spells from range, using monster on.any party member the famine spirits are attacking. It then has several options: it mighi use peeative, ener ipod IVE a, it it ts (if fou dom town XGee athe tect al” the spell is Redcat ‘roll Sd12a pd give it half as many temporary pou S) © it meh use, cir le of deat} apd cone of co: tack as mud € party.as (Gee without affecting its allies. If attacked the atropal wil ise misty RPE & it melee and will use its Edld'on the target if needed. FEATURES OF THE AREA This area contains 9 yar iety of features, as picture ie > original Dears Area with debris in it is difficult terrain until cleared. Deep CRATER This crater cmanates a field of nacgative cnergy. Non-indead creatures with feet of the crater cant rom resistance to feats ation Toor SEA The Sea ¢ pee roa of nes ative oo | unde: d within 3 feet of e SI ee Eqn a Wantage on saving ditionally, any non-undead creat ret at come in contact wit the Icl Fes tarts its turn in the seatakes | Fedo} RECS ee! jamage must mal cape er hee Ona ied fers one, ave, a creatiir level sthausth mn ifa ci creature di dies tot is fect, it Reais HU sh aiter eer roangs, SMALL CRATER Creatures that fit inside of the small crater gain half-coyer, but it costs an additional 5 feet of movement to enter and exit the crater. ENCOUNTER 3: ANGELS OF ATROPUS This encounter is unchanged, se Leste oeoecly, This is unofficial Fan Content permitted under the Fan Content Policy. Not c FATHER LLYMIC "Madness dwells on t Reston hylan a ral tribesfolk ast on human flesh and dance in ane 01 ae darkness. ips OnE their's g heard even now, calling gout ‘0 eit father eternal cold, ecadless pag i cleras From the bloodstained journal of an eae traveler ner thought given for id Heh Ba se not o world will be ing A an ae As ee age O eeping, darkness draws = gins to appear, king the wastes in preparation ia ig feign, Phe is rele: Bed ed fram his prison, th ee world povered, in a deadly glaci ; removed from light an eed for all'time. BACKGROUND Father Llymic's background is Ee oa ke Goals Father Llymic’s goals are unchanged. FATHER LLYMIC IN THE CAMPAIGN Father Livmic sleeps in ap ig prison atop one of a eS 's talle: mountains, away ini Hea acter he beckons any who i 16 his form so th that they might u {ranstormes into his pervants. each new servant, CEN TCR aatty Pouse. Since he lurks in such a inhospitable place, this elder ae shake y to. add to any campaign. roaches his Tu ides thee efiget become noticeab! le, as the sun begins to lose ie power fain hi feceneania ices tuatreodien travelers and remote erinly the clans go missing a ff ¢ time, O most thorough cl romicler meh tt notice that ope eyes tain in, berea ar is full of strange eles reel ling missin; aR ers ‘and pane sign er LI lymic's comin} Sark nin, je sun--means that it pata ino mosh et late to stop him from Sion: Drab Sul The dead sun. inishes natural and magical lighting until the sun no iene rises. Faint: The, radius of illumi pon from natural fight sources thot Ange light and shadowy, rops to half normal, to a um of 5 feet. Sunrise occurs our later than normal and sunset occurs our earlier than normal Moderate: Spells; and other effects that create magical darkness take fect for twice their normal uration. The radius of illumination, ‘om natural light sources drops to sunrise sare hours later f ormal d st inset occurs 2 ours earlier. Hinal ly, average temperatures drop degrees Fahrenheit all over the worl Strong: Spells and other effects that create magical darkness have their size doubi pe in all gimensions and take effect for twice their normal duration. Light produced by spells or other magical effects has its ee halved in af cymensions and no 1 dispels darkness spells o! ny level Natural fight sources do aa illuminate any area at all, appearing only as dim spots, The Suh rises Tor just 1 hour each day, al Femperatures irop by an ‘ddifional 4 legrees. Sor 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not Aditionally. youmay wish to alter Lither Llymit's Sian of Apocalypse ifyou feeb its default effects are hot pepropriate for your campaign. stead of using t 6 sun to fsappear, Father Liymic might simply cause the setting to. experjence an unnatur, x winter as by influence spreads. ener artes fail as normal put permatrost pprpad from ie mountain jousing father Llymic's tomb to envelop the entife world as the campaign goes on. In this cage, you may wish to femove the Light Torpor and Light Wealiiens trate front Rather Ligmic and his Brood Spawn, instead rel ing on the very absence of eat that which awakens the Alen Hrought Given Flesh. ay find the default d variety that they seek in an elder evils campaign, Ii so, consider the following changés and additions: * Associate Father Llymic with the other denizens of the Far Realm. While the brood spawn are certainly interesting creatures to fight, other aber aiops suct fa mind flayers and daelkyr mi ors. ee el + Brood spawn do nat suffer {gduptions to fheir Intelligence, Wisdom, or Charisma scores; in fact, their Wisdom and Charisma are,each increased by 2 compared to that of the base creature. As such, rather than using them as mindless aliens, you are capable of running them a$/an intelligent Regtion that has its own unique NECs, sub-groups, and society although such elements are “ obviously warped by the brood's alien nature. « Run a more active or intelligent GYR of Pathe: Lyne: Wigle the priginal pene ‘speaks of savage barbarians that perform strange tual yet transform them rood Spawn, you may es to alter this existing cult or add new peer ge sce it Perhaps a puma oid-esque brood spawn has figured out how to blend into society and to Spread Bygo: Fever without getting caught. Maybe a vampire or some other creature of the night seeks to black out the sun, knowingly gr unknowingly allowing Father Llymic to emierge from his prison sooner than grpected Keep in mind that this locument provides cult features See Tee eens cates ic, as well as general Vile Feats for such NPCS to take as appropriate: use these features to create NPCS {hat fit your campaign as you see it. DESCRIPTION Bhs section is unchanged. vlerence th¢ original bgok if you are interested in lore an fails fesargigg Father Llymic and his rood Spawn. This is unofficial Fan Content permitted under the Fan Content Policy. Not é 23 > This is unofficial Fan Content permitted under the Fan Content Policy. Not DEFENSES As long as Father Llymic remains RopRacnedideicnaciontie macal tomb falls, ic - is. crazed cultists an =and the harsh environment. Cultists: and insane, individuals prowl the lower r ach s of the mountain, incapable higher summits. These groups al succumb to brood fever eventually, joining the spawn up above, whilé hew gfoups and individuals constantly arrive to take their place. The cultist groups might have an order among themselves, but none of them work together toward any sort of common defense. These maniacs attack anyone bearing natural or artificial light. Characters who are not carrying Suc illumination might e able to bypass ese groups the use of the eception and Persuasion skills. When the par reaches the mountainside, the environment changes dramatically and brood spawn become com: Encountering a single creature _. precipitates a much greater conflict as all nearby brood move in fo investigate the disturbance, Th concentration an power of the rood increases the higher up one goes. ions” 1 the brood spawn ‘onment. of surviving the TI oe hopi to fly to reach the, peak find i tobea hearly impossible ask. Fierce, driving sn wand hai ssault any who ascend to more EDM shove tic nacap taints surface. This constantly zoling storm limit: visibility 19 eet, glows movement by half, and deals I ‘4d6) cold lamage per round of exposure, As an added hazard, the storm is ee {9 flying brood spawn. that have ne ifficulty navigating it. Additionally, those hoping to bypass the dangers of the mountainside by leleporting directly fothe top find themselves out of luck, Due to the magical wards created by the ancient elves that imprisoned Father Liymic, itis impossible to make it to the summit, or to any other location on the mountain, Via tel pportation or by extradimensional or interplanar means. Anyone reaching the summit with a FATE ROUIE, ght Se ice provokes the wrath of all the brood spawn thin 1 mile, who quickly make their way to the peak to destroy the ers. intru ENCOUNTER AREAS The mountain that holds Father Llymic's tomb is huge, covering many square miles. Although numerous threats ant ngers _ gue he ascent, of e peak is letailed here. Feel free to add groups of cultists, wandering packs fro SI awn, dai @erous terrain, and ot! st Razards ring, the approac! . Unless otherwise noted, all these areas are sites of intense weather, as noted in the previous section. This is unofficial Fan Content permitted under the Fan Content Policy. Not c E. Cave or THE WyRM se cave is the home_of a brood ywn white gragon. See Encounter Mor more information. F. Ior Farts A rea y cas CAggy of black glacial ice pour: he mountainside at this spot, Its numerous. crevasses an cracks make,it easier to climb than st ic cy face: wiring only a ie LSS tener ga sues} theck cing this ‘tase to Path iymic bewever, adds another t to the foot ascent: Kereature that is touching the ice Bie the sta its t a must succee on 2 onstitution saving throw or Suffer one level of soul chill G, Pam or Danxnzss This vast sheet of pure. black ice is mirror-sm neath ind difficult to traverse. t only is this ic considered Slippery lee (DMG 110), but black vapor also seqps irom the {gg acting a8 an inhaled pois never a creature enters tl ne area for the first time on a turn or starts turn there, it must succeed on a bea a siiputian saving throw ar 1 Gqi0) poison damage and fer 14 level of exhaustion, Those who breathe in the vapor suffer Visions of a frozen alien world povererl in darkness that are forever Burned into ther ‘minds, fra is creature would die to t exhaustion, its Wisdom score is instead r¢ duce to 0, and fee creature ran les motion less, as if in prayer, and js effectively yneonscious. Brood spawn can be found here, but they are comatose due to the effects of the vapor. Hi. Faruer Lrymic's Prison Atop th it its highest op ie onptet ne ts Neh arch 3 eet of glacial ice. Seven pil ean Y ‘with eldritch power, each bearing ancient Elven runes, Pesan nd the crac} that contains sy th a nr the party rea He it the eae cs ‘uishet of Father i ical ihe and fe ti Vv One, ihe 1 geven bil ts of ice shatter fiat the fonds of his imprisonmer es the final one crumbl Pomics eceabal ali buble crawl a Dig from below, surveying his new worl Rerthe "Petter Lipmict encounter for more information. ENCOUNTER 1: GIANT BROOD This e ea Sp is changed to consist ‘spa’ it giants ee aad Ried aban, ongs (edb 10} “he posttoniag of based on the possible locations yeitin the ofiginal encounter map. Ad citionally the none party level for this to 16, from Tactics gncounter is increased Both brood spawn frost giants rush out of th Beep) on the first roun i the arty membs ers Ont in arg abst Greatutes fenton a functioning light source, wi eth er it's natural or Snapieal jn nature. t at range, they use their uate spel iS to hamper and samage th arty by i Gan ness Shae thei vii and sleet storm, The worgs wait 1 round before revealing their, i presence. They mi ight Wail lor 4 good opportunity to strike before moving into a closer position. In the following round, the worgs attack the most injured party member if possible. The worgs do not use their breath Paar ieee sorely pressed. These creatures use their innate spells and breath weapons without regard to their companions, relying gn their immunities to negate, the gamagcs | hese brood spawn fight to ¢ death 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not FEATURES OF THE AREA This area contains a yariety of {ealures, as pictured in the original book. FREEZING WATER This water is considered Frigid Water (DMG 110) Those trapped peneath the ice have no air ahd can't breathe. Wiiteicet a Considered Slipper is jce is considered Slippery Ice (Met 165 a The idered Thin I is ice js considered Thin Ice vient 1 destroyed creatures ove. it p] Ei feet into the reezing Water below. ‘TREASURE The ice cave of this dragon is full of r re, including 18,400 gp, TERY aad eee als ire ty DM in Of vitalit iB 88), an ae 4), ENCOUNTER 3: FATHER LiyMIc his encounter is unchanged, except ineteased SECT Tactics a potion ‘a fobe of attacl ¢ following Peonalsaarooertya cer wen calley for three Faeroe eS eS nearest enemy. In at functioning Father Llymic (EdE 8) opens Reeth mnie hueeediar ¢ surrounding caves. These brood spawn charge and the r s, Father Llymic uses his cS to t cig Dest cies, targeting any character Sa ight source before all others. If ight source presenis itself (which is ey considering the overwhelming Dead Sun sign), F instead closes with the nearest enemy to use his melee attacks while exposing as many party Tuembers aa possible to his Deadly Chill aura. He also casts cone of cold whenever he can catch multiple party members in the blast, ithe party proves resistant to cold, he Paste manidaniagidacknessancitees melee attacks in hopes of |. minimizing the effeers of thi resistances facing onfy a single foe elee, Father Lfymic tries to implant his Brood Seed. FEATURES OF THE AREA This area contains a yariety of _ features, as pictured in the original ook. ther Llymic Canvasse This opening drops down 100 feet, and amyone falling into it takes 35 (f6d@Votdgeontng damage in. Addition, the hole radiates a terrible ch Any creature within 10 feet ot the hole at the start. ter its turn su! one level of soul chil This is unofficial Fan Content permitted under the Fan Content Policy. Not < THE HULKS OF ZORETHA ‘And the ave shall ay ken to cl pena ving vileness, C1 uirified unto epnpiiness the: the Children of Zoretha pal apie &o to fil cheat mn with their ere! fore fremb le in omic, o mortal for t ou stan icth etween this earth and grim salt vatro: . retha Scrolls, chap. 13, verses 23- The Hulks fa ee are, ae stone monoliths that have stood still silent for as I ing as history recat tren p within their st earts pt ive malevol ent intel es ec determined to ar ie on iis ane. It awaken} will ar Fo rs ele anest for eit own foul fe, BACKGROUND ‘The Hulks' background is unchanged. Goals The Hulks' goals are unchanged. Tuer HULKs OF ZORETHA IN THE CAMPAIGN The cults that, pore nip) the Hulks of retha have been working for years 1g. raise thejr oes stone gods to ife. Since the Five are preparing to ‘inal ewe en, it seems a: they are about to succeet Sicn: BLoop Moon The plone an con sets tempers on edge, mal ae inde ie people aggressive and ‘efers to °C attitudes as s¢ steps are © pur] ee ne lescription revity, and Heed not be used as a et heracaliecenptoniuplay, to exclude tl Excluding Player Ch: pregerve a Hoe SB as may echanical detriments Her this sign Rs perth Stro ver eon, P etfccts, Ra aDM ee wish to describe how pene of each character shortens ow their anger becomes more Volatile as t € sign intensifies; igs Tesh requires Sapper anerat ‘om, players so tl cy can properly roleplay these etiects over the cou be a) ite cat Ri ne alsi lone wit! s that are power y enough EN resist entering a tage or frenzy on a regular basis. fikis may Un Ind Fric 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not READING THE SGROLLS qh scrojls are written in an archaic igie t of Dwarven at can be read nly by someone who can read Wwarven; the reader then must find a way to franslate this dialect to modern Dwarvish (e.g. comprehen Tangy a ene boar Intel gence, Story) Check in an attempt to {understand it directly. Even then, the poeane ling pica nao tne taDC 5 rele oe tel ligence (Religi oh eck; this heck must enadeat ginning of every enn of reading. Readers who maintain their sanity in learn from. the, ao eee Gina suercc cessful checl aroha ours’of reading ik e ram] S asa ours of readin reveals all the ng Bouts Oh gontained in the Backeround and Goa Sections {rom 1 aie book, For cach additional Sof reading that is accorgpanied by a succesefal check. arcaderleams one of the following facts d8 Result Ww The four fe ‘male Hulks a eset ord ign aps racipes an baal sahes® of the Hulks, as. deseri H escription’ section of the caine of the aiseite One of the six material Sompgoents of the een ritual. All are rare and expensive clue el find the whereabouts of NDCair” necessary. nN Gp. chants needed to ~ nd t th it Bei ine inertia chante The Hulks have breath weapons. Ong, Hulk is faster than the others nd flies. 8 The location of the Hulks. Nau » Mabnzss OF THE ScRoLis Ever Liv FS ent reading the ae ei AA es the reader to isd Tm. Savi th Ps ath ef tos opt nea ta be ipriead to. take cllgctis simply reading them is en ma ailed save, the cr pteee pp.jOn score is reduced dee ipimum of 1 (S Si oor more, che areeea froi lom, bale. ist finite c Madness, determined by rolling on the definite Madness table in chapter Rot the Dungeon Masters ‘he reduction toa ‘0 a target's V score lasts until the target fi long rest ee reece the during the rest. However, if the targe ’s Wisdom score is'reduced to ie reduction becomes permanent can't cured by any means. TOELINE 1s unchange ig tabl ee e your party foi the ioe paRy ah ine. ih iginal Consult the fo suggested Ieve] each section o} g possible F ee mpaign outline given This is unofficial Fan Content permitted under the Fan Content Polic lot é Thus, | inclyded statistics for the Gilden of Zerg and the variant ‘itan of Zoretha in the accompanying bestiary, They are simply my AagipIng © these goncepts, which I do not claim to ave a definitive monopoly over or understanding of. In addition to the above content, consider the following changes and additions: * Resta teh Mes seas th the Far Reaim due associated witl n ae ae inducing cae crl oretha is a layer of the on ais AST Pe psionic in nature. T roughout the world in preparation for alle etha, Ina that the other ns of Zoretha Far Realm, and t fulks' Innate Spelleasting traits are actuall Campaign, more and more abel ‘rations might threaten t iat etiam for the Hulks’ awakening. ‘ + Blahorate'tpon the mysterious ace oretha, tn a Spel jammer campaign, perhaps Sretha isa distant crystal sphere en call home, Ina planar campaign, Perhaps Zoretha isa new plane of gajstcpee (rom outsidethe Great heel, or itis a.small creva between two planes that has been undetected by mortal civilization, + Chane the molvation of the S$ aS you se . AS en colonizers, the Liulles might seck fo ensfave the mortal races instead using what is left of civlization wficn they awaken to nstruct a new societ for their Coon ee 2 hee 8 Oe bechaps the Tulks seek to open a portal fo Zorgiha, allowing the rest of their ind to flood into their new colony. You can also c Anes the potivations of the Cult of Zoretha. erhiaps they ca pertarm sacrifial ityals jh order tp create or summon the Children o Zoretha, or maybe their desire to Spread madness to,all has allowed them to create the Blood Moon sign themselves. DESCRIPTION This section is unchanged, Relerence the original Bgok ffyoul ereste fore nd details the Hul s, Boe Wacnish, and fanwial ‘Additjonally. : for information on t! puna eres Jitan of | as lescribed in the previous section. THE TEMPLE OF ZORETHA The Hulks of Zoretha have no true temple, but the five of them have stood ih one place for thoysands upon thousands of years. In this, location, cultists have carved out a lair that they call the Temple of Zoretha. a j : The rock and ice of this "temple" e been hollowed out by hand to cavern with a permanent cindreds of fect thick and a warren of tunnels and chambers feading off it. Cullists make their homes, such as they are, in these 1 . Fire pits wit crude chimneys cut into the rock allow cultists to keep themselves yarm despite the year-roun freezing temperatur S.A nearby coal deposit provides fuel in the treeless wasteland they inhabit. ‘All life in the temple centers around the great cavern whers the enone iths have stood since far past the reach of mortal memory. Vast, echoing, and largely empty the cayern nevertheless swarms wi th indisti inct wi sine he da eerie light adows. During the day, sunli i ters Guay pug! i ee cashing streagetinplesaing frames of dint ight. At night, torchlight i BA sine against the ice c , and C, Weir" ings on the |] bodies produce a Shimmering effect. Key FEATURES Mad cultists with little knowledge of architecture designed the temple of Zoretha. It was intended to cathedral and resting place grand Ost pemaree leis how ret fe ultists succeeded at their goal, for the main cavern of the temple is nothing if not awesome. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not Temple of Zoretha One! square aeed 30 This is unofficial Fan Content permitted under the Fan Content Policy. Not c ENCOUNTER AREAS The following locations corr to those indieated on the Temple of Zoretha map. A. Tue EnTRaNcE TUNNEL Set into an icy cliff face, this enormous tunnel ys obscured by fitige langlike icicles and large piles ot aad ow if takes a successful °4S Wisdom (Perception) to notice the entrance before entering fowshot range. The entrance tunnel is guarded by fen to fwelve cultists Who gain cover trom the ic¢ an Enow in the opening. Guards attack anyone they do not know as soon as they are in saa th There is no ai password, an cannot be reasoned with or bribed. Encounter 1 provides an example of entrance guards who are prepared for owerful opponents. B. THE CAVERN Any cultists in the cavern attack intruders poet In combat, keep mind t 1c huge scale of the room. lost igdium Cultists worshipin; among the mgnoliths, for example, pea at least roun ato reach ec fighting range of the entrance. AY Taner ing fangs of We haye iitie trouble finding cover among the, support pillars along the edge of the Rathoabetindthemenolitas: themselves. Tfa leader is ietety: cultists attempt to sur und and fray intruders in the central area so that they can be picked off by archers. C1 Encounter trays the final fight with Soelma Nilaenish and the cultists in this area. G, AmnusH Spor F This alcove just inside the main entrance makes a perfect ambush spot to surprise those coming up the entrance tunnel. Stone formations and a well-placed support pillar grant anyone, Bouching Agre ) advantage exterity (Steal checks in a but full light. iP . cultists are prepared for the party's arrival four to five Medium cultists are hidden here when the party enters. Once tl e male Hull a ens, he uses this Fulfil; spot if given an opportunity to do so. D. JaNwotr's HoME The back half of this smaller room has been,trned into a tidy an pomiortable personal quarters for a [uge-size creature, with a magicall everburni 1s fireplace piles of cure: anima ide fankets forming. athe a'weltmade wooden writing des and chair. neady organized shelves, and a large chest. fanwulf’s wealth nd remaining possessions can be found in this chamber. Janwulf used every magic trap he was able to pay for to keep intruders from riflin, through his things, and the spells are stil in place loorway, shelves, chest: and a secret panel in the chest are afl igged wth’ explosive glyphs of warding (save grelosive ely ig ie & Treasure in the room includes four lepict scenes violent horror M gp each), a large crystal wine lass with an ornate gold base G00 gph a silver jce Rucket for shilling fine ( 60 gp} candlesticks ¢ ache fabric pp the mantelpiece (300 oP and furs on ihe bed (350 gp total} The Jarge lesk and chaif are made of ‘Iewood and worth 5| EP each. e shelves eas into the wal contain only the works of.a frosi giant poet, worth 500 gp if the party €an find a’collector of depressing love poetry written in Giant. The, chest holds 4,000 gp and 500 pp.. The chest is @ nbroidered on the inside with nine bl gp each adorning a velvet cloth (worth $00 gp) If the party removes the Pre lining they find a secret anel and a uny compartment fa Kine five gei roa cacl ‘worth }000 gp: one diamond. one ruby. ppe fopaz, one sapphire, and one lack peatl Some Sinalland Mt r Some,Sma ind Medium cultists sleep: there. The prea tlt ‘ant loodstones wort! smelis of unwashed bodies. Ant cultt a TI 3, ing azy and trapped they stl attempe F. LARGE SLEEPING AREA Much like area J, this room is filthy and smelly, full 6f poorly tanned animal hides and fittle élse, A few starved and sickly noncombatant cultists lie in the filth. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not I. Riruat Room pa e cultists Le their a eudo- religigus paraphernalia here, ling costumes props for bizarre rites, many of the items are blood-soaked, and nearly all are poorly made.’A few minor magic items are scattered in tl ao sae shies word 0 of wou! ding (D) as obviously been use Blond sacri i at fi ran Bott But vereign gl ie 8) tlt frac crs kotp t OMe abo The cu for themselves. J, SToracE Abe three smaller back chambers of ritual r Vi a ¢ ritual room, jer ne eultstes storage areas in one. area, forcl * fueh and other Supplies ina Seco aarmor| Pe All’ of itis Althy, mundane, and poorly orgaalzed ENCOUNTER 1: INTO THE TEMPLE ‘This encounter is unchanged. Tactics ons In the first round, the paards) at th fo ‘ate sound the alarm, e rest of mi jemple, then do their hest to pi pick Party members with range ks wit le they retain their cover ee le snow and icicles, sy Mod aeteearcntonticmeunnel he ci features utside the tunnel {! ie part from. advanci in} quickly fo al low their a ince the gi Bape eecunded the flan) Ae tehtt rst rqu junds, ithe fonger th ig takes, th e better prepared the cultists are when the party final] y enters: the main cavern. After the fifth r und, re one BR ‘in cavern cultist per round to be Maden Ve iS to detect) to ambush the ae FEATURES OF THE AREA This area contains 4 variety 0 feetures, as pictured in the original 00) Ick Suck Me fos ont other’ a ae ce, oe nding outway i 10 feet from the northern Snow pil Torcies As well as providing cover for the trolls, the icicles at the tunnel mouth actas fg barricade against intruders. ADE ts Wistiom (Perception) or Intell pole nves' }eqtion) paren reveals an easy path throug! hanging icicles, along the eastern side of the entrance. Otherwise, Medium and Large creatures that move through the area must move as if the area was difficult terrain. ‘Snow Pres Steep slopes of packed snow lead up ihe entrance. The slope and the rounclee oting of the dee; causes the snow peer to Ben diticult terrain, This is unofficial Fan Content permitted under the Fan Content Policy. Not c 33 : This is unofficial Fan Content permitted under the Fan Content Policy. Not SteEPinc Huts The Hulks of Zoretha serve as little ore. gee features during his attle. Keep in mind that since t che really stone, the eartl glide ability of the greathorn inotaurs does not work for passing through them. Support COLUMNS The columns around the outer edge of the cavern are wide enough to Ryovide total cover for creatres of ledium size or smaller. ENCOUNTER 3: THE HULKS AWAKEN ‘This encounter is unchanged. Tactics The Balke f Zoretha (EdE 13) are aware of the partys ay proach Prater how stealthy they are, The ik has to the ack Hu circle ambus! spgt ping to use his Steal attack Phe other Yfuiks geutts owls tl barre avoid being caught in area spells. a ees ‘Hake epeciically] targets spellcasters. licast e All four female Hulks cast conjure minor elementals before the combat is engage summoning mephits or other elemental creatures a appropriate, The summone Bite ae a, egp {he party together so the fe: ie s Can make better use of their breath weapons. The five Hulks pie pace and breeding partners. They become angry if One of the females is killed, and all the females are extremely protective of the male, since he is irreplaceable. FEATURES OF THE AREA his area contains a variety of features, as pictured in the original ook. -AmsBusH SPOT Just to the left of the party as they enter the cavern is a perfect ambush spot. This alcove is not in fine o' sight to those ci ee pes 1c entrance tunnel — t ey. ave fully entergd the cavern by at least 10 feet. Stone formations and support pillars grant the male hi Rdvantage on Dexterity (Stealth) checks made to hide Here. Low CEILING Though 150 feet tall at its highest, the céiling in the great cavern arches aqui to 20 feet tall at the, walls. which is slightly shorter than the Hulks themselves, This area is considered difficult terrain for the hulks, as they must crouch in order to move throug] € area properly. THE LEVIATHAN "Dread Leviathan, who spawned onster ser Fier bod: dis filled with poison paste au of bl ores Reerce eae biomereen te rore their Ie gods, 4 Bedeck ed in splendor. epee on aapt pepe bei Leviathan, From its dread body sprang vipers ana lragons, cages: and mighty ts, par ee ee ene entices aa such a ootTan ong as even the rods cot not comprehen 9 did the world 8 udder at the stirring 01 Leviathan. | Gods grant that it lie ip peace in the depths for all eternity.” — An ancient tablet carved in Draconic, origin unknown Spawned by th d undiluted chaos of creation, he world. Reta ee ire called ers: Leen ¢ waves, its dreams and stirrings producing monsters and disaster in e world’ above. Few on the surface are ware of the terrible threat th; - eviathan represents, but in depths vasan oct oan creature, 0 unspeakable evil seeks to use the ty creature for his own nefarious purpos: BACKGROUND The Leviathan's background is unchanged. Goats The Leviathan's goals are unchanged ‘THE LEVIATHAN IN THE CAMPAIGN Everyone has heard legends aneet the Leyiat an, rang! ging. sailors’ tales of giant ‘0 scholars’ ee at tI eviathan is a real creature. a has yet to be discovered Few tales hint At'the Leviathanss true power, an ost o: ee are burie dy bac oceel ey ends. Mh. ost rs. consider eviathan to Bele le more than an entertaining Sicn: Exr1z WEATHER k f th Leviathan is healed enor weather that becomes more an wrote mdeamcaice the sign becomes stronger. Faint; Eerie ares her occurs once ec fects an area of Ges addeerrilesiintalpiceta ihe , DMs ie ice, The effects last for ours. Mir! E ene peated eco PRS and affects an area of ee ist Sts ‘ie weather occurs once ee rae a alles s i, enti e 2 ent Siu 2 fhe a rN hours. erie reales ee rae is ant our and af iB pts = the ar re, world. The effects last ours (because the duration can be longer eo fo frequency, the ellects 0 on overlay fh lime eerie weather occurs, cons sa It the following tables and fell 20 three fumes to determine tl exact effect. Se details on severe weather conditions and their effects. TEMPERATURE d20 Temperature Ok Sas eeacgrees eakrerlist PY OS ale SPB sre Beer” 7 sees uummer befor MG winter, spring Becomes WIND 34 This is unofficial Fan Content permitted under the Fan Content Polic lot é Rain of Fish or Frogs. \nstead of Pace anne eereeetelliom the sky, oe ig when they ant the ground Exposed creatures an oe cts tal + blu igeoning damage tthe start of each of their turns. eer ly, the ground. chic * ic e and is difficult terrain unt yepayicang after the storm ends, Acid Rajn. Exposed creatures and objects tae Z atid damage at the start of each of their turns. Flaming Hail Exposed creatures and ob; ects take I Judgeoning lamage plus 1 fire damage at the {art of each of their turns. Every 5 Td10) rounds, a flaming haijsione explodes on impact ina tando: spot. Each creature within ay feet of e impact must make a DC 15 exterity saving throw, taking 28 }d6) fire damage on a failed Save, or alf'as much dafnage on a - successful one. The explosion covers the ground with fragments, making it difficult terrain until clearet ‘TIMELINE ¢ possible campaign oulline given in the original book is unchanged. consult the following table for the suggested level of your party for. each section of the original outline. SUGGESTED PARTY LeveL CHART Intensity Party Level None 5 Faint 10 Moderate 15 Strong il Overwhelming 20 ‘Tue LEVIATHAN IN EBERRON This section is unchanged. ‘THe LEVIATHAN IN FAERON This section is unchanged. ‘VaRIANT UsaGE The Leviathan’s nature of be ga sleeping serpent that wraps around the world lirhite its usage in different campaign settings, However, with enough creativity, it is possible to peli de The Leviathanina pelljammer or planar campaign. 35 In a Spelljammer campaign, The Leviathan can still be ran as normal; its body wraps around a piven. planet andaf roused y will reduce hat planet to rul p fc, However, you may also wish to have The Leviathan be a space serpent, laying dormant Ss its cons cious hody drifts . nidspace. ethan: itis iE eve! as a planet itself, and i awakened. it will smash each and every crystal sphere it comes across until thé Material Plane has been compeltely destroyed. In.a planay campaign, perhaps The Leviathan's body spans multiple, planes as the River Styx dors. The forces of evil may wish to take advantage of thjs interplanar connection as their plans unfold, or ey may wish to partially awaken ¢ Leviathan in order ® ie particular plane or two. If awakene: ie Leviathan wo} eviscerate every plane it can before destroying itself. Dy peony gb edie le, taille ee edeoain el 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not Dwarven Divinc MACHINE Gargantuan vehicle, (25 ft. by 25 ft) ats apa 2 crew, 8 FHI PES YRS SCF pour 72 a ar a a STR DEX CON INTWISCHA 1 14 i} i ¢4) dt 8 9 0 Dam ¢ Immunities cold, poison, oe eure bind, ie are feo ve, vone, stunned, unconscious Ont " they divin; Bee can take Kove and “Es ZS ae ae tine ipa foe ee er Ia Bean aii gehen en fapial Ffop Hull 12 it Points 100 Control: a er ip to fe speed d of its me ical Biers it, ni degree lrg jstroyeds aL mac! ine can't mot Movement: Magical Propulsion Unit Armor Class 12 7 d 2 wdarage 7 Bi. -5 ft. speed per 25 Speed (wate (water or underwater). 25 ft; ciirrent; 35 ee ae th actions bal Woe Move dE hese actions it has no crew. ie diving machine can use, Meer to mv e ve with 1 its magical propulsion unit. SPINE TEMPLE Rituals to awaken the Leviathan fake place at a secret temple located ino the mountainous spines that bristle along the great beast's back. Auge Spine eal ioned not far pebinatt eviat aes d, Tiers from the water seeial miles of 1 coast. Itis entrely featureless. leaving sailors and scholars alike utterly puzzled as to its origin and purpose. Ori ginally usc by chaos- at ping spel er TS ty ip has cir arcane energy, t! fone been abandoned, Axihuat! learned o of its cmptence di lurin, research on the Leviathan an intends to use the temple Le awaken fis creature, then return t viathan to sleep once it has done wor! ie temple The spinc is ideal for pare purposes, since part of if rises a gue ‘he water, part of; itis bel low, an lowest level contains an open: ung {9 fhe swarlin rling heart of pas os inside the eviathan's body. A single entranci on the surface provides access to the upper temple. he upper level of the temple at the the Leviathan's great spine is a ove water, but the rémainder is submerged beneath the waves. Long, dark, and perilous; tubes provide access between levels. 35 SPRL yetergnee pages 182 and 198 of the Player's Lanabook jules on Swinimin erwater Combat, respectivel y This is unofficial Fan Content permitted under the Fan Content Polic lot c Spine Temple ¢ One square = 50 feet 37 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not DEFENSES The temple is a baffling and plarming place for outsiders (see, oun! Are: s, below, for details), ind Axihuatl relies on sécrecy to lefend it. He does not venture into the lower levels of the temple very often, remaining content to let the various chaotic obstacles of the lower levels keep the place safe from intruders. ENCOUNTER AREAS The follo locations correspond to those indicated on the map.» Frest Lever The uppermost level of the temple is arountly conical chamber where Surface dwelling cultists perform heir tuals, AThassive shall of onc, claborately carved and luted supports the arched ¢ ng. h base of the central pillar isthe ritual space where Axihuatl Gn human form) leads his air-breathing followers. A. ENTRANCE This tube is ory and leads to ai entrance ny e surface other three on the level are filled wit! water after about 20 feet and lead to the next lower level), The cultists have fixed a rope ladder to enable gasier access, [he exterior door is located about 10 feet above the surtace of the water and requires a DC 16 veil aies (Investigation, check to locate. B. CEREMONIAL PILLAR The central pillar narrows down here, where a ritual circle is inscribed in t ¢ floor, surtaunded by incomprehensible runes. it cast correctly, Axifuatl's ritual will in theory wake the Leviathan for a time so it cay smash the lands and sink most of the continent and fl en send it back to sleep, leaving the world (in the | ftxachitis mind, anyway) a far better place. See Enicounter 1 for more details. C. ASCENDING TRANSPORT TUBES D. DEscENDING TRANSPORT TUBES These tubes are about 10 feet in paps and were Aare for access etween levels when the temple was subme; ged eon nae ses, throu the tubes, leaked by the mass of the Leviathan below, so Syammin down is somewhat more ifficult than swim: up. Beseending one Tevel rgtign atube requires 10 minutes an ig a wimmer.to make a DC 1 Constitution saving throw, On a failed save, a swimmer sulfers one leyel of exhaustion. e Swimming up to the next higher level is easier, since the wargy water carries the swimmer along. Doing _ this only takes 5 minutes and doesn't require’a saving throw. Szconp LeveL a leyelis a squat cylinder, fie walls, floor, and ceiling completely covered in intricately carved runes similar to those that surround the ceremo! circle on the first level. eerie glow emanates trom the funes, suflusing the area with dim elaoe energy from the Leviathan slowly leaches from these runes, and small bioluminescent creatures swarm through the water, tiny peesgavons of the Leviathan's reams. E. Runtc ZONE The sexist as cubes of al fy charged water about 150 fect square, each centered on one of the transport tubes from above. Here. chaos energy is focuse anifesting. several upustal clfects. fyone exiting the tubes into the level encounter s the runic zone and its effects. See Encounter 2 for further details on these zones. Tarrp LeveL The lowest level of the temple is a reat spherical chamber over 800 feet across. It too is coyered in, Ggtved runes that provide shadowy ill luminatjon as described on the previous leve! F. CHaos Doorway This is unofficial Fan Content permitted under the Fan Content Policy. Not c When one a mee gharact ee Meron tack Axihuas a a Area ienoabresal beens to orbit the ce: el eoltima an Tunes grow bri Brighter. He casts all e Bee eee CaTnE aea bette Pompat ifhe has time, and once in iter at uses ost’ powerful san Is, startin, pact i working down. He Hamgeine ane wprping Sow. He, as he fights. FEATURES OF THE AREA his area contains a yariety of eats, as pictured in the original RITUAL CrrcLE ghifese ca stand around the edge ese carved re pe ermaneént allow pell (save | iehis in effect ia fal ad circle. the spel I prevents celesi Fea_ and itn Bu the Beare fest ‘sce the original spell) on creatures (see the original sp Inner C1rcte ths shallow s spell cot tinues to target lawful creatures within the inner circle, but it also targets creatures of good aligment in this area. Guvrmas Conn Any creature of chaotic alignment fhe starts its turn within 10 feet of e-cofumn gains 7 (2d6) temporary hit points, afd such © eatures have advantage on al lity che: saving throws while in the ‘area. CONCLUSION lost rurale his hit points. At rhe staggers and accidentally iin Ree the orbiting ‘Abyss Shard Ihe entire chamber ts rocked by a massive tremor equivalent to. an earthayake spell (save DU 15) for 1 ql und. ; his tremor also starts carly ty member attempts to gral oF wiry ok the Al Seca Shard wi le it is orbiting. has combat continues until Axihuatl aafter, ae remor all the tubes in the or of er shoot geysers of se water i hem uf a mber immediately, gins 9 fill fill witl pate at arate of about Ber round (rising on ji Kiative c ant losing initiative ties) cultists begin tos they and take no further ctions other than frying {0 save, themsel Ives. Once thé water is 1 eet deep, or Grice the ‘danger of reaching 0 hit points, Axihuatl transforms into his ixitxachitl form. Betore the party can react to "Enshaddon's" transformatiot water, ushEs the arty er R to 1s. eet away from Axihual ‘eheatn each make a en saving Tae ele nocked prone. loments later, huge waves ripple through the, cham Ah smash open one of th the wall ihe sea comes rus! og An and the party is swept out of thie chamber, Garried along by a titanic wave. : This is unofficial Fan Content permitted under the Fan Content Policy. Not CREATURES aes water seems alive with many erenugm é Creatures, iridescent glowing shrimp, tiny je glowing sh Bean sat itiering fan-shaped creatures. They are ‘mless but numerous enougns to cling to anyon: ‘who enters, slowing movement an scuring vision. A creature that enters such a column Be it in it must makes DC os it exterity savin failure, the creat ee a Oak is its speed hi alved until the start of its next turn, Enznoy Cououns These columns contain concentrate chaos energy, reatures within such a column have disadvantage on saving throws made against Chaos Effects (see above). Turck ZONES The water here is thick and sluggish, $0 moving throug! thls Fea ie like swimming throug ing. A creature that enters a coliimn for the first time on a turn or starts its urn there must s ceed naDC 1 strength saving thro wo save. its speed be reduces until the start of its next turn. ‘TURBULENCE he water qoute about. paadly here. creature th at enters the column irst time on a turn or starts is tu urn the ere must succeed on a DC rength sav row or be Ar STO or PE direction. A creature that is willing to be thrown can choose to fail the saving throw automatically. ENCOUNTER 3: THE PIT This encounter i nged to have three cep lurl 22) instead of three krakens. ‘Tactics ie ‘o the oi oe character who ha: Abyssa Shard. It attacl es i eal Pipencveg possibl uses its antic Surge ability as soon as it is in range. It then atten mpts ta swallow the shard-carrier wi ole. If the shard- carrier, perishes in the aspect’s gizgard see rch le outcomes under ui acon lusion section of the orginal book. ic deep | lurkers s attack the other party members and attempt to keep ‘hem from helping the shard-carrier, FEATURES OF THE AREA qhis area contains q varjety of a as pictured in fie original BELISK: Th Se Ba ished black columns rise feet from the edge of the pit. Tue Prr tl a greature that was not spawned by he Leviathan enters more tha: 20 eet inte the pil it must succee 28 onstitution Saving ¢ a or die, reducing its body and ceryins nonmagical item on its person cre This is unofficial Fan Content permitted under the Fan Content Policy. Not < PANDORYM tev pron re Th peoneneit Moderate: As faint, but i & addition, Tn Tapped t though many gaye cummoned creatures no ones — their lives to do so, hey brouel tit return to their native ies s.Whena Th tp he aten fe gods, wi hich they did, Sor ee spell or €1 ect’s duration int e gods responded. Ae re evil expires, the summoned creature is t gi d the Be iprisoned. Biding. no Hoot is inder the summoner's ig inning. Seething. und Additionally, any spe ell or sor = Tune Maijii, arcane investigator a aa ie ca eae telepor pee mea has e > obs Lured to the Material Plane by an mishap, th e teleportation tails, and ancjent civi ation oping t ‘0 protect ch tel Tne creature oF object tab from the ve eancele delses, takes iets ores Sued ce pat a lorym personifies the Strong: As moderate, bu pat Mationless voi Piancetiamiaieprmicarel leporting antihiation It ae ceraened by eases to 40%, In ioniset ‘spells. Su Haummgneramilentlaagsged a otper ecto hat ea ; et grrent b it never released. Now, enrapl lanar rBsines such a fh int Sn Earner Braise tc eaes godsta ivine Intervention cleric feature) Fai cing power al enough t cease to function. reunite its awesome min with its hel : All summoning Mc tent body. Pans rym seck F and teleportation spells and effects Str Teel —and with it, mass deicide. cease to function. z v BACKGROUND andorym background is Goa1s Pandorym's goals are unchanged. PANDORYM IN THE CAMPAIGN Either the mind or the body of panderymnl alone is powerful enough to end a campaign, If the two are brough it together, the alien weapon would be unstoppable, A reunited Pandorym; spcied to the end of the campaign wor! Stan: SEAL OF BINDING This sign re at glyph that Reena increasingly 1 se th eres with planar communication and transportation. ‘aint: When a creature Caste By conjuration spell or uses an abilj that summons a creature or lite featur must oe ty ksisibe its spel sting Silty ita fa failure, the creature fers one level of Celi rl In addition, spells that forcibly return. cre; ‘tures fo their native plan sych anishment, automatically tail : This is unofficial Fan Content permitted under the Fan Content Policy. Not cid aditjonal restriction lorym's mind can freed. By = fault, ae eal t prison Can be attacl mantine or magica capon, s protected mostly by its Secret location and hostile uardians. Howeyer, you may wish fo create a epee weapon, Pe or other gbjcet or process tha acts as,th eon way to destroy the prison atever the requirement ising, story would invol Objgatums well as the p isfy it, as ae td stop iy as part of eens Bs fait fon. esque body poe Cant be tonto re aac ceereastees Ereated by its summoner jn order t@'movg i to is current hiding plage, With ths talisman, any Entity or faction could use Pandorym's body as an fistoppabie weapon, assuming that they cap fi ihe body inthe itst place. Maybe Obligatum itse ans) DiBce (uve podeacump ase may destroy the ¢rystalline prison Hl houses Pandorym's mind, fowing Pandorym to beco; le again much sooner than anticipated. DESCRIPTION This section is unchanged. Ref erence the original go if you are intereshed in Tore and details AiSGiand Obliganumn Vien itionally, see below for an pDgated description of Pandorym's od PanDoryYM's BODY Randorym's physi ‘al component does not truly exist as a body in the fnultiverse but, a conduit to the jacomprehensible reality o its home. It manifests as a ot: fameter black sphere that hovers in space. sinilar to a sphere ol asues thr ere ite at s all matter it passes hr FOU alien ter that asses tl iP except or deities. aything el seq at touche: sphe ere but isn't wholly arated and q iterated by it takes 10d10 force lamage. No anf ee even a dejty—can it even using a talisman of the ge! phere, Any Sphere te conics 1c Car Rae ee causes it lc creature, W) fen tht ‘Eetiona eac agyre in its canattempta ey Bexter savin throw On a SNE: th ie ‘sphere’ her ta the creature lestro} ng or T heavily damaging it as lescril ove. On a succésstul save, a creature can use ifs reaction to move barely out of the way of the ‘eet patents the sphere. ithe ancient wizards hid Pandoryms body in a secret location fa irom the cyystalline prison that holds fts min This is unofficial Fan Content permitted under the Fan Content Policy. Not é * Any living creature es in the ar€a rises as an undead after fuinute. Nonsentient Beings se me Zombies 01 letons, fetcreatures with gn intelligence Score o! or higher, return as intelligent yndead such ap yvights or gt ES tires a 1% chance that ie inte ligent cing's mind and body separate. Its consciousness risés as an incgpporeal undead) such as a quell or wraith, and its body apa as a corporeal horror as normal ENCOUNTER AREAS prison are ith the dire challenges and opponents typical o a high-level dungeon setting. Their extent, cast salient features anf left to you to design as you sce fit: The complex can e ‘opped into the leepest part of any suitable jungeon. A. CHAMBER OF SUMMONING In this room the ancient, wizards firs contacted and fured Pandorym to this reality. The chamber barel survived its arrival: The annihilating ody of the ultraplanar being instantly blew a foot-wide sphere out of existence, along witl several of its summonerts. In 4 last act o} freedom.as the survivors strove to glivert 1t into ils prison, Pandorym, ashed out at its betrayers, It utterly destroyed the bodies of a handful of mages and their assistant: their suddenly insatiable s intact. Panic ensue summoners managed to escape, sealing the chambey against dimensional travel. he, ghostly, remnants of the rest fed on their former allies and coconspirators, bolstering their numbers, Now 2 dozen angry shadows (MM 209) remain trapped within. B. OuTER Crrcte OF BINDING The ruins above thi ce stalline The lings and symbols of a. massive calling diagram cover the Hoor of this circular hallway. Passing over the ice bea the center of the curgle shifts a corporeal erqature’s ody, to the "perpendicular" reality of anders: ene for a briet = moment. The su seg ee in causes any ni ain lead creature that asses over the lines to have, disadvantage on abi ity checks and saving throws for [d4 rounds. angy spells cast within the luding adjacent rooms ani Concentra = effect for twice their normal duration. Several groups of constructs and undead patrol the hall. C. INNER CIRCLE OF BINDING A second great circle of binding covers the floor of this circular hallway, enclosed entirely within the outer circle. Fassing over its engraved lines shifts a corporeal | créature's bady to Pandorym's native reality for a few seconds. Th wri inching shift forces any non- indea: eatin t af passes over the lines to make a DC 23 Constitution saving throw, On a failed save, the creattire suffers one level of exhaustion. ae Ngcromangy spells cast within the circle (including other.rooms an passages) do not require concentration and take effect for four times their normal duration. If such 4 Spel. makes an atta roll, is as advantage to hit. [f such a.spell forces a, saving throw, any pea of the spell has disadvantage on the ve ‘Additionally, undead in the area TE eae Era rea pad abiity checks, and they regain 5 it points whenever they start their turnthere. i i This igner circle defines the limit of Pandorynys power while tts mind Strapped yithin the crystalline puisan. fi Pandorymis mind escapes, fhe floor holding the calling diagram cracks, and the enure hallway collapses. Tur CRYSTALLINE PRISON ri, Fis aff 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not N. Weihe CjstillinePnson Pact i. Complex re squares feet a This is unofficial Fan Content permitted under the Fan Content Policy. Not J A wall section has collapsed ili ENCOUNTER 1: ua Room ii the northwest So eTeantiticnsobe Ble; which dificult teryain for gy } is cpiagal aged to consist creates) adcmpangtonvell throu; Bi of ¢ po Goncuuston ut rat Th. SSG ES e party can fi followin, col The grisgol moves to attack living Pee ee ane ¢ three ae ater ures Sees entering the HOOT) Weapeeor Ta attempting to paralyze as many as 1 * A cloak of protection =~ ne iedocsnotsiopfighting Uniiit, = © A i 7A of prota tion OMNI Th is isdestroyed or its opponents are. 188) wo As soon as a party member « A potion of superior healing (DMG one becomes, paraly: yzed, the i 2 = s9 firs dgath: sl nters the fight to aie * A ting of mind shielding (DMG twe vantage o! helpless prey. It works 191) Opt in concert with the erigecl, hav attempting to paralyze more bog pppon nts a if dt rai ying Cl ianeeal T film those affecte Once more th; pal ¢ opponents Bie hee paralge at east be ey are nio longer so), rie dea shrick cr ies to the top of the ts loose its Scream eceeortusestiis fy cd in aro in order t i short-term madness on the Bp oe Shit points on is reduced to half of its joints or fewer, or an gpponent cas the, perf spqii it ees into the chamber's floor waits there fon several mints, then ine to fol ae Eigeatty m in the ers and cateh them 1 iGst of angtner fight. If the grisgol lestroyed, the deat! Hick er uses its Scream a the Dying ability. FEATURES OF THE AREA his area contains yanety eaaace as pictured in t] Of inal DESTROYED GRISGOL he pile of as" tritus in the center of, e room, iy the remains of a grisgol destroyed by Lucather 1 iit’ 's group. fe space it covers is considere dice terrain. FALLEN STATUES These depict heavily armored guards from the ancient kingdom. aces they occupy a considered difficult tertain, RusBBLE 15 : This is unofficial Fan Content permitted under the Fan Content Policy. Not ¢ wraiths work wil one another ENCOUNTER 3: CRYSTALLINE an id Lycather Gfhe sti eatta\ to lefend the inevitable, but, hee 0 not Tia 5 essarily, operate. fs chs eee igatum Vil or a min Seige ; pega to consist eds on Ong oF tw9 physically vga foes, in th Ge Li Deatiate ell as ‘oth hee ther Pie and swell th eit own numbers. ind shard forms, it immediately defends Obligatum yu 3 ucather Majii R Bithe survived or avoided Encounter 2. ‘The positioning of the dread wraith petal termined based op the onan thet ee attach rison, I gongentrates on heavily Sans cae may rmored foen (uch as fighters of wish to a itional dread other combat specialists}, leavin wraiths, or to replace the dread ivsivally weaker gppongnts RRL 3O3) iple pormal wraiths Gread wraiths and Lucather. Keep i 10} jour party can e pin handle the ah ieee iv mine that it sand ence an mind the presence of ucather ‘isdom scores are 0 meaning that it is smart enough to anal the terraineatures affecting the Eire ee ee eres Sten cits against the party, just as is pas Tactics qm ar enough with their party and Of players to mefagame against them. fou With his Obligatum VII is focused a on releasing Pandorym's imprisoned a fun he, Kolvarut s jadamantine ir longsword allows it to deal fe average o| raaloe 166 damage to the sav crystalline prison per foun assuming that it hits all four of its nay attacks. By the pe th PRN ni rrives, it has already it 50 it lamage to the prison, meaning that tur itrequires two more rounds before a mind shard of Pandorym has the Tu potential to emerge. Fic If the crystalline prison ie 100 iat damage 6r more on a single ti " for too {wo rounds in.a row, of i ‘sna ae or more damage in Be mind shard 0 at ant to a sent amore d Ee He chal for the if es ange this +e cps ou crs b feature ‘Tl has che already deal) qangae pe pri brison’and released a mind shard, 1} Gnd that it is well on jts way to A sl hattering U a CLySL ‘al, 39 The wea is single-minded jn its aa task but it takes ste IS fod He! is mi itself if it is reduced to half of ts M points or fewer. Even then, S tak rotece the inevitable it Sonerues s fa assault on the crystalline prison pre regardless of its injuries. ap Val This is unofficial Fan Content permitted under the Fan Content Polic lot c RAGNORRA ish, hush, nay ill not dlls ut pa rig i figs! een A houted by gods whispers what is truly right for. th esh The ape of yourriife, ofall life, ts her highs art. We,can on pray we are fler last. prightest, and most terrible canvas. *Yrthicax Vane, Malshaper Ragnorra, Mother of elena isa rimeva eternal orn ed Bloated ideous and le vit a cer love children, this el is revil cor fir the planes searching for new worlds t remake in her image. BACKGROUND Ragnorra's background is unchanged. Goals Ragnorra's goals are unchanged. RAGNORRA IN THE CAMPAIGN Ragnorra's path is extraplanay, a fwipted loop wi one sac anchored in tl ners curves through the ue af Pane and iptegects with the Ethereal Plane, the Material Plane, or the Shadowfell before returnin, to its starting point. ag loop takes approximately 500 years. Ragnorra was exiled long before the deities created the mortal races, so the poder qui evil has. been a potential threat for as long, as th e campaign setting Hamtenintedib len quirent path is taking her toward the campaign world as the result of the Malshapers' actions to lead her there, This process can take anywhere from a few months to many years, off ame time. depending on the needs of the campaign. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not Once Raj Aincuaemateaoe the Material Plane, astro) pies and astronomers qiticl ect a fiery comet eae none hi previously been recorded. The faint elfect of her sign appears. Soon she is visible to the nake: dom mina gu e nigh Toe, pile the sense fect sheng ens. Huately, Ke crashes into the woi sign reaches its peal rari \at point, the part s only a short time to leat with the threat. Sometimes Ragnorrass target is another, nearby world. Hey close passage leaves spores an Corrupting influence in its wake, producing the Gs of a moderate or stron; loes not g Sign, culminate in a collision. Sign: TwisTED LiFe This sign manifests as a surge of corruy fe on ener} pts rescul fe on an entire world Fai ‘hen,a creature magically rega Shite points, it regains addi hit points. Moderat ae eee faint, but in feast arts and blemish es appear on living fqrgets of the th at magically regat points. Phese psig) tly, oe impose a -2 penalty on np ecks. Once per abe Greature can attempt a Snsufuton 5 wing throw. © 13 Const save, the bl He! ee Senet immune to this for 24 hours. Additionally, spores fall to earth, taking root in rock, roofs, and the soil, Over time, such spores turn into fate abscessés, mor and other lot foul growths that dot the landscape. eee ics eats are identical to those joridskin, (see the Work flan Section later_in this chapter) In particular, Spawnin, pores will churn out progeny o| ‘agnorra who use these spores to birth even more ho eas aberrations. If le unchecked, these orldekir features Wiboverin the Tandscape gana iwallirem Payor as enoaral tended) it to be. Additionally, consult the following table for the fuggested rie of your party for cach section of the updated outline. SUGGESTED Party LeveL CHART Intensity Party Level None 5 Faint 10 Moderate 15 Strong 7 Overwhelming 20 Racnorra IN EBERRON This section is unchanged. RAGNORRA IN FarRUN ‘This section is unchanged. ‘VARIANT USAGE Ragnorra corrupts countless worlds as she makes her way through the plangs, guided by the planeswalking falshaper cult. As such, she makes aaa Villain in a planar campaign, w iP ere the party must track down the falshapers across multiple planes of existence in order to stop the elder evil from destroying their home world s Ina Spelljammer campaign, Ragnorra's path might take through the vast reaches 0 wildspace. She smashes into each pyst ere, She comes across, leaving Behind a trail of spores and corruption as she goes along. If left unchecked, peagnola will ese life on countless worlds across the aterial Plane. : Additionally, consider changing Ragnorra's extraterrestrial nature to fit your campaign, setting. For example, you could change Ragnorta to be a dormant entity deep below the earth, hibernating ntil she can draw enough energy from tl eP lane} 0 awaken apne more. ae skin would extend from underground to the immediate area above her, constantly drawing nourishing ener; troy the ae ene SR Ess Kegnora via the True Mother Chord. eyond that, consider the following changes and additions: * Undead are si ificantly armed by Ragnorra's eae Life sign. As BUC Aeon Pay eaten indead might seel lly with the party against the elder evi lust as corrupt positive energy harms nce he use of negative energy t be effective against poet If uence en applying the progeny: of Ragnorra template to a monster, feef free to customize the monster as you sce fit, For example, if you applythe emplate to the Death iss (VGM 124), you might wish to swap its lightning immynity for radiant imi unity, and then reskin instances of lightning damage to radiant damage. You could then. add saving throws against positive energy corruption as you see fit. Due to Ragnorra's Twisted Life sign, worldskin features will be present constantly throughout the campaign he worldskin system is designed to add extra depth to encounters via terrain interactions mechanics. As such, be sure to have your monsters use tactics that involve the activation an: regeneration of these features, wo these monsters otherwise would be mindless due to low, Intelligence scores. Additionally, feel free to come up with your own worldskin features, such as Gargantuan tumors of flesh that constantly spew out aberrations (without nec ing to be tegenerated) or flesh growths that attack nearby creatures wi tentacles oF acidic fluids, The di ference between “worldskin , ature" and "terri monster’ needn't be so black and white, after all. DESORIPTION Rhis section is unchanged, ‘eierence the original book if you are interested in lore and details yea Ragnorra, her True Aother form, ant Dicey Vaan us ring Gutterang, Note that the accompanying esijary for this book contains updated statistics for Ragnorra and for the progeny of Ragnorr iemplate Sewvellientaae feptint of the Wor! idskin information clow. ‘THE WoRLDSKIN This is unofficial Fan Content permitted under the Fan Content Policy. Not if Bioene Hard, mineral laced oun the surface, they ‘umming g with energy. On activation, 9 cyst generates a 5 foo} mca ua lions # eypt Benerates a 3 {ook a another cyst within fect 0 ach & cre alg in the line must cal exterity Pi make taking 28 (8d6) lightnin damage on 4 failed save, or hal uch damage.on a succt Alternatively, the t cesta ong with fire on tation creature with hin ater feet ofthe cyst must make throw, n faking 38 Bek ge ‘damage on failed save, or half as much damage ona successful one. A biocncray cyst is Medium, has 40 hit points, apd has an A nce activated’ bioenergy cyst Hts be activated again untifit is regenerated and is not missing any hit points. Re; generating 4 piocnerey 0 hit points. cyst causes it'to regain Healing Spore. This fle: Is injuries | to ja wit h the worldskin. On activation, random creature within 5 feet of the spore regains 30 hit points and Sullers one level of positive energy corruption, Any healing tha excess of the creature's maximum hit points is granted as temporary hit points instead For example. 2 creature that is missin, it points that is healed by a Dg aa is ea leditGutsicrsearncanlnitiee its and also gains 20 temporary hit points. unwilling creature must succeed on a I econ Saune throw to avoid this healin corruption. A creature that gains temporary hit points rom a healing spore equal to or exceeding its maximum hit. Ro oints is instantly fanart and becomes a progeny of ‘Alhe ealing pore is Lar; s 50 hit points, an aes SAAC OTC Once activated a healing spore cannot be activated again regeneratet eral ng a he healing spore causes it to regain points ft es al eS, a ra igh ining damage, jt cannot peeeraty until the start of the next roun| wning Sp ore. Ae mass of beret when activat spentee eously birt! serve rae er ca ea greature spawned pends s on he onstitution modifier of the creature activating the source, as set out in the following table Modifier Creature(s) Spawned “Jor 1 star spay grue (progeny +Qcor 1 ankheg (progeny of 1 hook horror (progeny of asco cae 1d4 blistered souls iS aberrations. 0 +2.0r +3 +4 or acy +6 or greater A spawning spore is hit points, ing spate is herge, ctivated, a spawning spore activated a spawning spore regenerated. Regenerating a spawning spore gauses it ei in hit point and temporarily links itto t! rce of the one who eee it to the spore. en the spawning spore takes damage within 3 fed is of eine ere the one who it must make a DC 16 28: 75 saving throw. d saye, the, Spal iwning spore. 8 half ama: ae ou ed e target ettakes t lo pera damage Tentacul i. Dark, swollen pu: ate es bu fap aaecanteeieae Idskin, ang squirming growths wriggle pad in. 46 ac vation, a, ep acular oil produces an Evard tenthles effect (save BC Pas the spell, for one minute. A tentacular hoil is Large, has 75 hit points, and has an AC of 8 Once activated,'a tentacular boil automatically regenerates after 1 minute, Manually regenerating a tentacular boil causes It to regain 30 hit points. If the boil takes act fire damage, it cannot be regenerated until the start of the next rouns 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not _ The Heart of the Crater _ One square « 5 fet This is unofficial Fan Content permitted under the Fan Content Polic lot J The scorched rock is charged with Ossian Watts Jemental power aie cneeears These glassy walls stretch from the arrier against the corrupt positive ground to the neurotang'e. Their energy 0} the crater and: Topels ie Smooth suriace is difficult to scale, cratef's twisted denizens. The causing them to be difficult terrain. chance ofa random encounter drops ‘Fes for climbers. ‘0 ane whife the Ua) peer ate N in I< 7 ¢ cave. If the party defeats the DOM ENCOUNTERS: jing leva the cave ase to aN In addition to the aberrations abitable femperatures and forms a iro treated by Ragnorra, monstrous useful shelter. Tec ings are strangely attracted to her The this area is charged eve corrupt encrey and some are with lik ergy: one disease i twisted into tinearthly horrors dueto _ or condition afflicting a creature ees exposure to Ragnorra's energies. For ends for every 5 minutes immersed er every 10 minutes characters spend in the pool. ie mie art ol the crater, they have a col chance of. EDC ORA IC rng wandering monsters, Ii.a sandom @. encounter oceurs, roll d 88 ‘and Th consult the table below. Ifan at encounter features a creature from a lux ook you dont have, pic! resul ru rom a book you do Have. ffthe a source column lists the source DC "EdE" itis referring to the Int accompanying best tary. for this book. rev 100 Encounter Source a 01-10 2d4 ropers MM 261 abs 11-20 1d4 dire trolls MTF 243 Be 21-30 2d10 otyughs MM 248 lov 31-40 2d8 umber hulks MM 292 me 41-50 2d4 chimeras MM 39 im: 51-60 1 purple worm MM 255. Hie 61-70 1d4 neothelids VGM 181 eff 71-80 1 hydra (10 heads) MM 190 7 81-90 1d6 mind flayers MM 222 ret 91-00 2 aboleth sarcomata EdE 34 1 ENCOUNTER AREAS a Jp addition to the above hazards, is ‘agnorras crater chal lenges e she explorers with unnatural terrain and un: bizarre creations. D A. Gzyser CAVE The cave is hissing with live steam erupting from a pool covering the cave floor. The pool's water has been superheated by the living lava in area B, The steam subjects creatures within to extreme heat, dealing 2 fire damage every minute a creature, stays here. in addition to its other effects (DMG 110). : This is unofficial Fan Content permitted under the Fan Content Policy. Not eat its gutflow is restrained by _ n, ic Harned acid spurts from the al eee A‘creature that moves wit 0 feet of its )3 Ste turn there must haa fa DC extent saving tl row, taking acid damage on a failed save, Diss ach damage o eee eC eaures that are be fieeen | 8 a 1,30 feet away from he edge have advantage o save, iene Tene on TPS cid for the first time on a turn or, io its turn there instanth S (ala acel damage, Cresta tha Swim. in the act is difficult terrain. F, Tur Scramatz This is the epicenter of the HS Rae GARG tae the surface churns, cracks, oozes, is Subsumed. and regenerates at a fast Pa Apis the ‘Size of hills tise, fa reat wounds open, duting noxious liquids over the alo pes and quickly slose again. ‘Ths rave) apross the Sctambte is Creatures who attempt to cross the Son mn tee st first deal wit its ecomes. ae rent Sy: 2 a oti 5 areat Hatin 2 fect ols Bee: Seat ee for the ist time balance stark. Hs turn there must succeed on aD 15,.Cons tution, savin Grow or be or a oisoned until the end of its next ‘urn. The 2 Sqgamble itself i is difficult reat Brea ire moves on ramble for th 0 rst time iF a pun, it must Succeed ck al Bexter ye Tabaties« ae fall prone. Es eC] ao more, tl Biles and HE fs Be must mak € a extenity saving On a failed save, the creature 13 pitched tot the acid-fille ea low (see area ENCOUNTER 1: SKIN Fs n Couey hans 18] on tthe ia nat Pauls me lo not own you wish to fealty oft ae sau 4 ke sti neothe 1 ior MoS)" Vie eothel 238 it ae ‘agnorta,.as Rapnorra a ate Ec fede S SO} and i is placed directly nord ealing spore marked on the map in the original book. Tactics reduce tie ath nestheld| party farther into the area tp expose the intruders to more worldskin featurest hercharemip neta ttacke) © patty for a round, then retreats towbe Ic ccpt fer ere the other awaits then, Phese two bliste ig eae © party. Typically, one m tises its melee of rani ed attacks while the other nia ue tes or yegener: es a near! oy worl feature rie tied eehnains hidden, ping Regenerate, oridskin and

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