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CREDITS TABLE OF CONTENTS

Credits ................................................................................. 1
Designer: Christopher Harding Table of Contents ....................................................................... 1
Template: Simple Microsoft Word Template by Laura Eldritch Corruption ...................................................................2
Hirsbrunner Idols of The Great Old Ones .....................................................2
Cover Illustrator: All art is from Dungeon Masters Guild Amulets of The Great Old Ones ............................................... 3
Artifacts ....................................................................................... 3
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Interior Illustrators: All art is from Dungeon Masters Guild
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ELDRITCH CORRUPTION IDOLS OF THE GREAT OLD
As you become closer to the Great Old Ones,
ONES
communing with them, accepting their gifts, and giving
These carvings be they of electrum, alabaster, or some
yourself over to them, you may notice some changes in
other material are a way that followers of these great,
yourself. Initially this might start as boons, little morsels
unfathomable beings can communicate albeit is
of power, but as this power becomes greater and
unsuccessfully for the most part. Like most religions or
temptation sets in, as does the corruption. These gifts,
followings, belief, faith, and sacrifice are all key to being
such as increased breath underwater, have evolved and
noticed by your chosen deity. Idols act as a source of
twisted you, so that whenever you are not in water you
resonance, usually in a shrine of some form in houses,
suffer a penalty.
caverns, or sequestered away from prying eyes. Idols
Using an Idol of the Great Old Ones adds 3 points of
tend to be static, where worshippers and followers will
corruption, every four days that Cultist Robes are worn
pilgrimage to, beseeching their alien gods for dark gifts,
adds 1 point of corruption, each time Amulets of the
knowledge, and power.
Great Old Ones are used the character gains 1 point of
corruption, and each time an artifact is used add 1 point
Some folk even attempt rituals to summon a scion or
of corruption. Each artifact or amulet that is equipped by
avatar of their god. A great many plots to unleash the
a character adds another 1 corruption point every 8 days
unrelenting, unknowing chaos of the Great Old Ones
it is worn.
unto the material planes have been foiled by brave
There may be rules and restrictions on a per item basis
adventurers and armies. Yet, where one tendril of the
that adds additional corruption to the character,
gods is cut off, another is sure to replace it.
affecting them in unique ways. Below is a table of
When praying at or using the idol of a Great Old One,
suggested inflictions at different thresholds of
the passive effects last 18 days, and you cannot gain the
corruption. It is up to the DM to decide the specifics, or
boons of praying until 33 days have passed.
even tailor the side effects to the specific deity that is
being worshipped.
IDOL OF AZATHOTH
Wondrous item, rare
Corruption
This idol takes many forms, depending on who is
Number Consequence (Cthulhu Focused)
looking at it. Sometimes it is a bundle of tentacles, a
4 You can hold your breath underwater for twice swirling fog, or an absence of light – a void-like sphere
the duration. floating. When this item is used, you can:
8 You gain resistance to cold, and a swim speed • Whenever you hear music, you fall asleep for 1d4
of 10 feet. hours, but awaken with one use of the barbarians Rage
12 Your hands and feet become webbed. You have ability.
• You have +2 to your rolls when creating a disguise kit.
disadvantage of all Dexterity rolls and saving
• Once per 1d8 days, you can cast Blind at will.
throws.
16 You smell of the ocean and decaying fish. Your IDOL OF CTHULHU
skin becomes rubbery and have -2 to all Wondrous item, uncommon
Charisma rolls and saving throws.
The idol takes the form of green humanoid, with large
18 You gain superior darkvision, and suffer from membranous wings and a face adorned with tentacles,
Sunlight Sensitivity. resembling a squid. When this item is used, you can:
20 Your hair falls out, you grow gills, and your • You have a calling to the darkest depths of the sea.
swim speed is now 25 feet. You have -10 feet of These thoughts intrigue yet terrify you.
movement when on land. • While taking a long rest, you restore 1d4 per character
level of hit points.
25 You are now amphibious and must be
• Once per 2d6 days, you can cast Sleep at will.
submerged in water for 4 hours every 1d4 days.
You are plagued by nightmares to serve the sea
and great beings that make it their domain.
IDOL OF DAGON
Wondrous item, rare
This deity depicts a large, serpentine, piscine like
humanoid, coiling around an obelisk. Its size seeming
massive compared to the small carving of a boat that
rests at its shore. When this item is used, you can:
• Once per 1d20 days, you can take a short rest that
counts as a long rest.
• You can hold your breath for twice as long underwater.
• Once per 1d12 days, you can cast Shape Water at will.

IDOL OF NYARLATHOTEP
Wondrous item, uncommon
In stark contrast to most other idols depicting the Great
Old Ones, this statue shows a tall humanoid male, his
skin onyx black and dressed in golden robes. His head,
however, is a large tendril of sorts that coils at the tip

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and a gaping toothed maw where a face should be. His
arms are outstretched, eyes nestled in the palm of his
ARTIFACTS
hands. This is just one form of thousands that he has
been known to take. When this item is used, you can:
BRAIN CYLINDER
Wondrous item, rare
• You can change your size up or down one category
This strange jar comprised of metal and frosted glass
once per 1d6 days. This effect lasts 6 hours before you
contains a viscous green liquid containing a brain of
revert to your original size.
something, or someone. Storied have been told of
• You have advantage on Charisma (Persuasion) checks
creatures that feast on brains, or twist and distort them
and saving throws.
into being their minions. The brain is still technically
• Once per 2d4 days, you can cast Dominate Person at
alive, sustained on the nutrients in the fluid, allowing
will.
one to interact telepathically and cast spells that affect

IDOL OF YOG SOTHOTH the mind. It is feasible that somehow, this brain can be
put into a new host body, or the jar can be reused for
Wondrous item, rare
nefarious means.
The idol, carved as a mass of faintly glowing, iridescent
globes, eyes, and writhing tendrils, radiates a dark FORMSHIFTING DEVICE
suffocating fog in a small area around it. When this item Wondrous item, very rare, (requires attunement)
is used, you can:
This strange, alien seeming device radiates an
• Hear voices from beyond the stars, calling you to open electrifying aura, tickling the brain of all who are within
the door for Yog Sothoth. proximity. A slick grey residue drips from one of the
• Have 15 feet of true sight. panels When this item is used, you can:
• Once per 2d12 days you can cast Dimension Door at will.
• Turn into a creature equal to your personal CR, once
per 1d8 days.

AMULETS OF THE GREAT OLD


• Detect life within 15 feet of the device.
• Once per 2d12 days you can cast Lesser Polymorph at

ONES will.
The device cannot be used again until it is powered up,

AMULET OF AZATHOTH and at least 15 days have elapsed since its previous use.

Wondrous item, rare, (requires attunement)


ORB OF PLANAR OBSERVATION
A simple metal amulet with an icon of Azathoth at the Wondrous item, very rare, (requires attunement)
center of it. You are immune to being blinded. When this
This orb, glistening and maroon in color allows the user
item is used, you can cast Beast Sense once per long rest.
to scry across the planes with the same accuracy as on

AMULET OF CTHULHU their current plane. In effect, when this item is used, you
can cast Scrying once per day. The caveat being that it is
Wondrous item, rare, (requires attunement)
not necessarily one way. Higher beings from between the
This amulet bears the mark of Cthulhu; a green octopus planes may notice you and track you down for invading
sigil carved into the center. You can sense when you are their space.
near a large water source such as rivers, lakes, or seas
within a 5-mile radius. When this item is used, you can
cast Animal Friendship only on aquatic or amphibious
creatures once per long rest.

AMULET OF DAGON
Wondrous item, rare, (requires attunement)
A carved stone medallion with the iconography of
Dagon, a piscine twist on a dragon head. When this item
is equipped, you radiate a familiar, calming aura around
aquatic beings, sentient or otherwise. You can cast Water
Walk only on yourself once per long rest.

AMULET OF NYARLATHOTEP
Wondrous item, rare, (requires attunement)
An obsidian amulet with a golden crown etched into the
surface. You have advantage on Charisma (Persuasion)
saving throws and checks. When this item is used, you
can cast Arms of Hadar once per long rest.

AMULET OF YOG SOTHOTH


Wondrous item, rare, (requires attunement)
A glowing green eye centered around black tentacles sits
firmly in the middle of this amulet. You gain the Eldritch
Invocation Eyes of the Rune Keeper. When this item is
used, you can cast Leomund’s Secret Chest once per long
rest.

3
PLANESHIFTING DEVICE
Adventuring gear (wondrous item, artifact), very rare Roll Consequence
This strange, biomechanical device allows the user to 1 You are deafened for 2d8 hours but have superior
jump between planes, although it is not obvious how this darkvision for the duration.
works or if you can choose what planes they are, let
2 Food that you touch for the next 1d4 hours
alone come back from them. When using this item, roll
spoils.
on the table below to determine your destination.
3 You sprout small mushrooms across your body.
Roll Destination You do not need to sleep for 1d4 days.
1 Roll again. Once you have passed over to the 4 You are afflicted with lycanthropy (discuss with
new plane, the device breaks. the DM what base creature).
2 The Abyss. 5 You summon a chain devil that is allied to you,
3 Arborea. though does not obey you.
4 Elysium. 6 You summon 1d4 vargouilles that are hostile to
you.
5 Limbo.
7 Your fingers become longer, with sharpened
6 Pandemonium.
nails.
7 Gehenna.
8 Friendly characters become at odds with you,
8 Arcadia. but animals are calmer in your presence.

RITUAL DAGGER
Weapon (dagger), rare, (requires attunement)
This curved dagger is emblazoned with unrecognizable
script, gems encrusted into the blade and hilt. When
picked up faint cries and chanting circle in your head.
This weapon is a +1 dagger that deals an additional 3d4
psychic damage on hit. When a killing blow has landed
from this weapon, their soul is ripped from their body
and help in the gems placed in the dagger. Their wails
are added to the cacophony always present.
Despite this being used for rituals, no one knows why
the souls are kept or for what reason. Perhaps only those
truly dedicated to the Great Old Ones are blessed with
this cursed knowledge.

ZH’ANN’S VIOL
Wondrous item, artifact, legendary, (requires attunement by
a bard)
This viol belonged to the once great bard Zha’nn, a poet,
musician, and avid collector of occult and mystical
paraphernalia. Slowly, the dark energies and ancient
forces from far beyond the realms began to seep into this
instrument turning it into an antenna, a catalyst through
which beings older than time can whisper their dark
melodies through. This item can be used as a bard’s
instrument of choice.

When in possession of a character they can hear voices


from beyond the stars, alien sounds and wails penetrate
their mind periodically. They also have +2 to Charisma
(Performance) saving throws and checks. Each time the
instrument is used it creates a swirling black void,
tearing space and time. Roll on the table below to
determine the side effects of the void being summoned

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