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Howling Moon

● The Moon amplifies all sounds, echoing through the city’s


madness. Whenever a creature deals thunder damage, it deals
extra thunder damage equal to its proficiency bonus. In
addition, all sounds can be heard from twice as far away.

● Under the influence of the moon, the howl of beasts


becomes untenable. All beasts gain the following ability:
Howling at the Moon (Recharge 3-6). As a bonus action, the
creature uses one of the following howls:

- Howl of Hatred. The monster unleashes a roaring howl. Each


hostile creature within 10 feet of it must succeed on a Trait DC
Constitution saving throw or be knocked prone and take 1d4
thunder damage.
- Howl of Healing. The monster beckons the moon for its
healing properties and gains a number of temporary hit points
equal to its CR (or level).

Monster CR Trait DC

Though the moon itself may not affect travel directly, the wild
beasts it unleashes upon Luyarnha certainly do. For each hour the
party travels, roll a d6. On a 1 or 2, the party encounters hostile
beasts. The party can attempt to skirt around the beasts and
move past them with a group Stealth check against a DC equal to
the highest passive Perception of the beasts they could
encounter. On a failure, roll a d4 instead of a d6 for the next hour
of travel. If the party fails the saving throw by 5 or more, they are
immediately noticed and attacked.
Shattered Moon

● Creatures have advantage on Stealth checks.

● Creatures have disadvantage on Perception checks.

● Humanoids have advantage on saving throws against


madness.

Lunar Shower. Fragments of the moon frequently fall upon the


world. For each hour that passes, roll a d4. On a roll of 1, a lunar
shower begins, which lasts for 1d6 x 10 minutes. During the lunar
shower, a rain of ephemeral light falls upon the world. This rain
dispels all spells of 5th level or lower upon contact, ends
concentration, and halves the range of all magics (to a minimum
of 5 feet). Although it looks like solid fragments, the shards of the
moon are weightless figments of light.

Creatures with a passive Perception of 15 or higher can see


these fragments falling towards them 1 minute before the lunar
shower begins.

Geistnacht. When the moon first appears, roll a d4. On a 1, the


moon is a Geistnacht, in which case, when it shatters, it does so
completely silently, unlike its usual massive shattering sound that
echoes through the walls of Luyarnha.

During a Geistnacht, for each hour the party travels, roll a d6.
On a 1 or 2, the party encounters hostile undeads. The party can
attempt to skirt around the undeads and move past them with
a group Stealth check against a DC equal to the highest passive
Perception score of the undeads they could encounter. On a
failure, roll a d4 instead of a d6 for the next hour of travel. If the
party fails the saving throw by 5 or more, they are immediately
noticed and attacked.
Scorching Moon

● Monsters gain resistance to fire damage; if they already have


this resistance, they become immune to fire damage instead.

● Their melee weapon attacks deal additional fire damage


equal to their CR (minimum of 1).

● Beasts gain the following trait:


Fire Charge. If the monster moves at least 20 feet straight toward
a creature and then hits it with a melee attack on the same turn,
that target must succeed on a Strength saving throw (DC = Trait
DC + monster's Strength modifier) or be knocked prone and take
fire damage equal to the Trait Damage (see table below).

Monster CR Trait DC Trait Damage

Columns of fire erupt from the ground. For each hour that passes,
roll a d6. On a roll of 1, a column appears under the party. Each
member of the party must succeed on a DC 14 Dexterity saving
throw or take fire damage equal to their level. If a creature has
encountered the Scorching Moon before, it can attempt a DC 14
Survival check instead of the Dexterity saving throw, avoiding the
real flames and only passing through the illusory ones. If a
creature travels at a slow pace (as per the travel rules), it gains
advantage on these ability checks and saving throws, and can
make the Survival check even if it has never encountered the
Scorching Moon before.
Vacuous Moon

● Monsters of CR 5 or lower are blinded.

● Monsters gain blindsight out to 30 feet.

● Monsters have advantage on Wisdom (Perception) checks


that rely on hearing or smell.

● Monstrosities gain the following trait:


Void Step: After the monster is damaged by a ranged attack, it
can use its reaction to teleport to an empty space within 5 feet of
the attacker and make a single melee weapon attack against it.

The light of torches barely illuminates the filth-ridden streets


and screams of madness echo through the night as the void
weakens the barrier between the afterlife and reality.

Staring into the abyss. If a character looks directly at the moon


for more than 6 seconds, they are faced with the depths of the
abyss, which gazes back at them. They must succeed on a
Wisdom saving throw against the Madness DC or gain a short-
term madness. The first time in a day that a character gains the
ability to see invisible creatures or objects (such as the see
invisiblity spell or with truesight), they are compelled to stare at
the moon for a round.

Vacuous Light The void absorbs all light:

- Darkvision doesn’t function.


- Dim light becomes darkness.
- A creature that can see invisible creatures and objects doesn’t
suffer disadvantage on perception checks due to darkness.
- Creatures have disadvantage on saving throws against
madness while not in bright light.
Glowering Moon

The Glowering Moon is only visible to creatures with an


Intelligence score of 16 or higher, or a character level or CR higher
than 4.

The moon, like the consuming mother, passes judgment on those


who are not her kindred. Creatures that can see the moon, other
than aberrations and monstrosities, suffer the following effects:

● Creatures have disadvantage on death saving throws.


● While in direct moonlight, they are under the effect of the
bane spell.
● Their walking speed is halved.

The world is bathed in the sickening glow of the moon, casting its
judgment on those who dwell beneath it. The eldritch gaze is
draining, sapping willpower and at times even the will to live. It is
critical to fight on and not give up, or risk losing oneself.

● All overland travel is made at half speed.


● For each hour that passes, roll a d6. On a 1, the moon’s
influence becomes too much for the party to bear. All
characters in the party must succeed on a DC 13 Wisdom
saving throw or fall unconscious until the moon sets. A
character within 5 feet of an unconscious character can
attempt to bring them back from the brink. To do so, they must
take 1 minute to shake their friend from their torpor and must
make a DC 13 Persuasion check, attempting to revive the
fighting spirit left within their ally.
Glacial Moon

● Monsters gain resistance to cold damage; if they already


have this resistance, they become immune to cold damage
instead.

● They gain temporary hit points equal to their CR when the


moon first rises (minimum of 1).

● If an undead creature is hit with a melee attack while they


have these temporary hit points, the attacker takes cold damage
equal to the initial number of temporary hit points.

The world is engulfed in a permanent blizzard that assaults the


body and the mind and greatly limits visibility. Creatures other
than monsters suffer a -10 penalty to Perception checks and their
passive Perception. If a creature travels at a fast pace (as per the
travel rules), they are considered blinded.

For each hour that passes, roll a d6. On a roll of 1, a strong


blizzard wind rises. Each member of the party must succeed on a
DC 14 Constitution saving throw or take cold damage equal to
their level. In addition, whenever this blizzard rises, the party
must succeed on a DC 16 Survival check or get lost. If they are
lost, the group’s travel time increases by two hours.
Slumbering Moon

Gazing at the Moon. A creature that can see the moon can use
its action to make a DC 19 Intelligence check as it gazes deeply
into the distorted reflection of the world the moon provides. On
a success, the creature channels eldritch energy and teleports as
if it had cast the dimension door spell. On a failure, the creature
gains a short-term madness, is randomly teleported to an empty
space within 500 feet of its original location, and has resistance
to falling damage until the end of its turn. Aberrations
automatically succeed on this check.

Any character that has seen this moon, directly or not (even
witnessing a painting of this moon is sufficient), falls under its
influence. While influenced in this way, if a character leaves
Luyarnha, the next time they take a long rest, they wake up in a
familiar location within the city. If they are unfamiliar with
Luyarnha, they wake up in a random street of the city. If a character
hasn’t taken a long rest within 24 hours of leaving the city, they fall
unconscious, even if they are immune to the condition.

Regardless of what happens, they’ll wake up with no memories of


ever leaving the city, or wanting to leave the city, or making any
plans to leave it. The memories of others that are aware the
characters left or wanted to leave will also be altered to fill the gaps
with another plausible event. For example, instead of planning to
take a boat to sail away, the characters recall they wanted to use it
to go fishing, but got cold feet and decided to go drinking, meet
with a lover, or simply get a good night of sleep.

Anytime this curse activates after the first, a character must


succeed on a Wisdom saving throw against the Madness DC or gain
a long-term madness upon waking up. On a success, they instead
gain a short-term madness. This lunar affliction can only be
dispelled by a wish spell or if the moon is banished.
Yellow Crown

● Whenever a creature deals radiant damage, their attack


explodes in a burst of radiance, overcharged by the carving on the
moon. If the attack, ability, or spell that deals radiant damage has
a radius, the radius is increased by 5 feet. If it targets a point or a
single creature, it targets a 10-foot radius instead. If an attack,
ability, or spell has an effect other than the radiant damage, only
the radiant damage has its radius increased. This radiant damage
can also damage the creature that made the attack, used the
ability, or cast the spell.

● Artwork, literature, and music completed under the


influence of the Yellow Crown take on an unsettling quality, with
the power to corrupt or harm those who experience them,
though they become that much more sumptuous. Creatures that
listen to this music or look upon this art for longer than 1 minute
gain disadvantage on their next saving throw against madness.

● The light chases away darkness, yet beckons the embrace of


death: humanoids have advantage on saving throws against the
frightened condition and disadvantage on death saving throws.
Only the strong shall survive.

The moon illuminates the entire city in bright light. This light is
considered both daylight and moonlight. In addition, particles
float through the air, seemingly emerging from the ground, only
to merge with the skies above.

Darkness is reduced to dim light, and dim light is considered


bright light, even if the origin of such darkness or dim light is
magical.

This permanent light makes traveling hidden inconvenient at


best and impossible at worst. Stealth checks made while
traveling suffer a -10 penalty.
Creeping Tarlight

● The tar dripping from the moon causes shadows to become


viscous and sticky. Creatures moving through areas of dim light
or darkness have their speed halved, and they have disadvantage
on initiative rolls while in dim light or darkness.

● All monsters, apart from humanoids, are coated in tar. The


first time a tar-coated creature takes fire or radiant damage, it
explodes. Each creatures within 10 feet of an exploding creature
must make a Trait DC Dexterity saving throw or take fire
damage equal to the Trait Damage. The tar-coated creature has
disadvantage on the saving throw.

● The influence of the Creeping Tarlight causes curses and


hexes to become sticky and difficult to remove. Even if
dispelled, the tar-like residue of the curse may linger, causing
persistent effects. All spells that cause curses have their
duration doubled and cannot be removed by the remove curse
spell while the moon is up.

Monster CR Trait DC Trait Damage


Krakenlight

● The bodies of aberrations and humanoids become dank and


slimy; spells and other magical effects cannot cause them to be
restrained. These creatures can also spend 5 feet of movement to
automatically escape from nonmagical restraints, such as
manacles or a creature that is grappling it. Finally, being
underwater imposes no penalties on their movement or attacks.

● Monsters with a swimming speed of 30 feet or higher gain a


flying speed equal to their swimming speed. If their speed is
reduced to 0, instead of falling downwards as normal, they fall
upwards, towards the water in the sky.

● Aberrations gain the Bioluminescent Lure action.

Bioluminescent Lure. As an action, the monster can create a


light above its head that emits a dim glow in a 10-foot radius.
Creatures that see the lure must make a Wisdom saving throw
against the monster’s Trait DC or be charmed. While charmed,
they are incapacitated and are compelled to move towards the
lure with their movement each turn, only ending their movement
when in the light. The charm effect lasts for 1 minute or until the
creature takes damage.

Monster CR Trait DC
Sanguine Eclipse

● The moon beckons. Any creature that stays under direct


moonlight for more than 1 minute at a time must succeed on a
Madness DC Wisdom saving throw or gain a short-term madness.

● The Scent of blood and fear is thick in the air. Beasts gain
advantage on attack rolls against frightened creatures.

● The despair wrought by the celestial body is contagious.


When a creature not currently under the influence of the
Sanguine Eclipse (i.e., that isn't under the influence of a
madness gained under a Sanguine Eclipse) sees one of its allies
fall unconscious, it must succeed on a Madness DC Wisdom
saving throw or automatically gain 2 failed death saving throws
the next time they fall unconscious as a result of falling to 0 hit
points. This curse of inescapable doom lasts until the moon sets
or if it is removed by the remove curse spell or similar magic.

A bloody miasma dimly lights the streets of Luyarnha. The


maddening influence of the moon makes traveling under a
Sanguine Eclipse near impossible, unless protected from direct
moonlight (see Creatures, above).
Blood Moon of Rebirth

The Blood Moon takes three days to fully rise, and


during this time, no other Eldritch Moon can
occupy the sky. As the time passes, the moon
gradually transitions to a deeper shade of crimson
until it reaches its apogee. At this peak, the rebirth
process commences.

Over a 1 hour period, all creatures that have died in


the last 30 days have a 50% chance of being
resurrected, as per the true resurrection spell, by
the Blood Moon of Rebirth, unless their soul was
destroyed or imprisoned, in which case they aren’t
brought back to life. If they are resurrected in this
way, roll a d6. On a 3 or higher, they retain their
alignment and personality upon revival. The
number required to maintain their sanity increases
by 1 for each time they have previously died (so
they need to roll a 5 or higher if they already died
twice). If they do not retain their sanity, they either
become husks obeying the whim of a Great One or
mindless beasts.

Creatures that retain their alignment and


personality bear a special Eldritch Carving on their
body upon resurrection: the Sacrificial Brand (page
XX of Steinhardt’s Guide to the Eldritch Hunt).
The eerie smile on the moon occasionally emits a faint, disturbing laughter
that can be heard throughout the night. This unsettling sound makes it
increasingly difficult for creatures to relax their mind, as the sound emerges
from everywhere at once. If characters finish a long rest during a night where
the Creeping Tarlight is visible, they must succeed on a DC 14 Wisdom saving
throw to gain the benefits.

In addition, the tar that drips from the moons risks engulfing the unaware in
its inky depths. For each hour that passes, roll a d6. On a 1, the party becomes
trapped in a heavily shadowed area, generated from the tar of the moon. Each
character must succeed on a DC 14 Dexterity saving throw or fall in the
darkness and be restrained. If the party traveled at a slow pace (as per the
travel rules), the characters have advantage on this saving throw.

On their turn, as part of their movement, a trapped character can escape by


making a DC 17 Strength check. Another creature can use an action to make a
DC 17 Strength check to attempt to pull the restrained character out of the
shadows, freeing them on a success. After 2 turns, the trapped character
begins to suffocate in the tar, and after 3 turns, the trapped character is
completely engulfed; any creature that attempts to free the character will get
coated in tar. Alternatively, the shadowy tar can be lit ablaze with fire damage,
which burns for 1 minute. For the duration, any creature in contact with the
tar takes 2d6 fire damage at the start of each of its turns.

The tar slugs the body and the mind. If a character gains a madness while the
Creeping Tarlight is out, for the duration of the madness, their speed is
halved, they take a -2 penalty to AC and Dexterity saving throws, and they
can't use reactions.

Short-Term. They burst into a frenzied laughter. For the duration of the
madness, they automatically fail any Stealth check they make, and all
creatures in a 120-foot radius are alerted to their presence.

Long-Term. The demented laughter that grips their mind becomes untenable.
For the duration of the madness, they find the darkest of things profoundly
amusing. If they attempt to speak or cast a spell with a verbal component, they
must succeed on a Madness DC Constitution saving throw to steady
themselves or be unable to talk or cast the spell, wasting their action but not
the spell slot, and instead giggle and smile. If one of their allies is reduced to 0
hit points, they explode with laughter, completely losing their focus, and are
stunned until the start of their next turn.

Indefinite. Roll a d100; on a result of 33 or lower, the character begins to


laugh and regurgitate tar, which completely coats their body, acting like a
battle armor, and their AC increases by 1; on a result of 34 or higher, the tar
solidifies too much, and the character becomes petrified, their face frozen in a
terrifying smile. Ending the petrification also ends the indefinite madness.
The world is beset by heavy rains. Your travel pace is halved. If you finish a long
rest without cover from the rain, you must succeed on a DC 12 Constitution
saving throw or you don’t gain the benefits of the long rest. The rain lightly
obscures everything in the area that isn’t covered, extinguishes open flames,
and imposes disadvantage on Perception checks that rely on sight or hearing.

In addition, the tentacles erupting from the moon move unpredictably,


sometimes sweeping down to ground level before returning to the sky. For each
hour that passes, roll a d12. On a 1, a tentacle unfurls near the party. A creature
can grab onto the tentacle with a successful DC 14 Athletics check. If any
creatures grab and hold on to the tentacle, roll a d6. On a 1 - 5, the tentacle
drags any creatures holding on 1000 feet in a random direction before vanishing,
dropping all creatures, who each take 5d6 falling damage as they tumble to the
ground. On a 6, the tentacle drags each creature into the sky ocean.

The waters agitate the madness within. Whenever a character succeeds on a


saving throw against madness under the Krakenlight, they expunge it
physically in the form of an inkcloud. They release a 15-foot-radius sphere of
ink centered on them. The sphere spreads around corners, and its area is
heavily obscured. It lasts until the end of the character’s next turn.

Short-Term. Whenever a character gains a short-term madness under the


Krakenlight, they become mesmerized by the roiling storm of sea and tendrils
above, falling prone and having their movement speed reduced to 0 until the
end of their next turn.

Long-Term. Whenever a character gains a long-term madness under the


Krakenlight, they feel their body begin to mutate uncontrollably, trying to
merge with the aquatic sky above, particularly when under stress. Whenever
they are in combat, they must roll a d4 at the start of each of their turns. On a
roll of 1, their body contorts in non-euclidean angles, causing them to writhe
under the immense pain; their movement speed is halved, and they have
disadvantage on all attack rolls and saving throws until the start of their next
turn, where they regain temporary control of themselves.

Indefinite. A character that gains an indefinite madness under the Krakenlight


begins to turn into a being of the depths. Roll a d100; on a result of 33 or
lower, for the duration of the madness, the character gains the effects of the
freedom of movement spell, though if they take lightning damage, they
become paralyzed until the start of their next turn; on a result of 34 or higher,
their body mutates, growing fins and gills, and for the duration of the madness,
they must be underwater to breathe or talk, or they otherwise begin choking.
The cold paired with the madness slows the body. If a character gains a madness,
be it short, long, or indefinite, they must make a Constitution saving throw against
the Madness DC or gain one point of exhaustion. Characters with resistance or
immunity to cold damage automatically succeed on this saving throw.

Short-Term. Whenever a character gains a short-term madness under the


Glacial Moon, their body numbs and they suffer a -1d4 penalty to all attack
rolls and saving throws until the madness ends.

Long-Term. Whenever a character gains a long-term madness under the Glacial


Moon, they feel compelled to suffer the cold to cleanse their body. Whenever
they are in extreme cold, to better feel the merciless bite of the cold against their
skin, they remove all their clothing, save for their undergarments, and refuse to
dress up. This weakens their body, giving them disadvantage on Constitution
checks and Constitution saving throws while in the cold environment. Characters
that are immune to cold damage do not suffer this effect.

Indefinite. A character that gains an indefinite madness under the Glacial


Moon becomes numb to the world around them. Roll a d100; on a result of 33
or lower, the character's body becomes completely numb to all sensations, and
they add their proficiency bonus to any Concentration checks and to any
check made to endure pain. On a result of 34 or higher, the character's body
suffers severe frostbite, numbing their nerves and body, crippling them. They
have disadvantage on Dexterity checks and Dexterity saving throws, suffer
disadvantage on all attack rolls made using Dexterity, and can't add their
Dexterity modifier to their Armor Class or initiative rolls. This eldritch
frostbite can only be cured if the madness is removed.

Whenever a character fails an ability check, their searing pain of failure shuts
down any rational reasoning. They must succeed on a Wisdom saving throw
against the Madness DC or gain one short-term madness.

Short-Term. Whenever a character gains a short-term madness under the


Glowering Moon, they give up arms as despair overtakes them. The character
drops all items they are holding and curls up into a ball, falling prone and
becoming incapacitated until the madness ends. A character within 5 feet of
an incapacitated character can use their action to shout into their comrades'
ear, shocking their system awake and ending this despair.

Long-Term. Their will to live slowly erodes. They have disadvantage on all
Wisdom saving throws until the madness ends.

Indefinite. A character that gains an indefinite madness under the Glowering


Moon is faced with their mortal insignificance and retreats within themselves.
Roll a d100; on a result of 33 or lower, the character refuses such a fate and
becomes immune to the effects of the Glowering Moon until it sets; on a
result of 34 or higher, the character falls unconscious and cannot be awoken
until the moon or the madness ends.
When the moon first appears, all humanoids must succeed on a Madness DC
Wisdom saving throw or gain a short-term madness. Any humanoid that fails
the saving throw by 5 or more gains a long-term madness instead.

In addition, the Howling Moon beckons the beast within. Whenever a roll is
made on any Madness table, add +10 to the result, to a maximum of 100.

Short-Term. Whenever a character gains a short-term madness under the


Howling Moon, their instincts become bestial. For the duration of the
madness, they have advantage on Dexterity saving throws but lose the ability
to make ranged attacks or cast spells with a range further than 5 feet, wanting
to shed blood with their own two hands. Further, they have advantage on any
unarmed strikes or attacks that use natural weapons.

Long-Term. If a character gains a long-term madness that turns them into a


scourgeborne or beast, instead of lasting for the duration of the madness, the
transformation becomes permanent, and it can be reverted only by a greater
restoration or wish spell. If they transform into a beast due to this moon's
influence, instead of falling under the GM's control, they retain their
alignment and can identify friends, follow them, and even protect them. While
transformed in this way, the first time they interact with a humanoid that
they aren't acquainted with, they must make a Wisdom saving throw against
the Madness DC. On a failure, they see them as prey and immediately attack
in order to devour them, stopping only if they are knocked unconscious.

Indefinite. If a character gains an indefinite madness under the Howling


Moon, their mind becomes bestial, though their body may not follow. Their
Intelligence and Charisma scores are each reduced to 1, and their Wisdom
score is reduced to 14 (if it is higher). They can't cast spells, activate magic
items, understand language, communicate, or plan in any intelligible way. The
character can, however, identify its friends, follow them, and even protect
them. In addition, if the character gains a long-term or indefinite madness,
they automatically roll a 100 on the percentile dice and a 10 on the d10, and
the transformation becomes permanent.
The void wears a heavy toll on the mind. Whenever a character fails a Wisdom
saving throw, they gain one short-term madness (saving throws against
madness do not trigger this effect).

Short-Term. Whenever a character gains a short-term madness under the


Vacuous Moon, they see their regrets and sorrows take life. They are under the
effect of the see invisibility spell for the duration of the madness. The effects of
the spell cause them to see the shadowy figures of all the loved ones they lost,
hanging upside down, chains wrapped around their neck, floating towards the
moon. Observing that which should be reserved to the dead shatters one’s
psyche; they become frightened for the duration of the madness.

Long-Term. Whenever a character gains a long-term madness under the


Vacuous Moon, the shadows they saw previously now become as clear as day,
an image indistinguishable from reality. They are under the effect of the see
invisibility spell and have disadvantage on all attack rolls, as they lose the
ability to differentiate between reality and the beyond for the duration of the
madness. A blinded creature doesn’t suffer from this effect.

Indefinite. A character that gains an indefinite madness under the Vacuous


Moon loses their grip on reality. Roll a d100; on a result of 33 or lower, the
character becomes part of the void, and is able to cast the blink spell on itself
at will, without providing components, shifting between planes of existence. If
they use the spell 3 times in a day, when the spell ends, the character comes
back into reality without their eyes and becomes permanently blinded. On a
result of 34 or higher, figures of their past rip out the character's eyes before
vanishing into the void with them, leaving the character permanently blinded.

Whenever a character gains a madness under the Sanguine Eclipse, they must
succeed on a Madness DC Wisdom saving throw or become frenzied for the
duration of the madness or until the moon sets, whichever is shorter. While
frenzied, they view their allies as enemies and must use their turns
attempting to kill them. They prioritize killing in order of affection, meaning
the closer they are to a person, the stronger the urge to kill them, with the
strongest being that between mother and child. Characters that are immune
to the charmed condition or have advantage on saving throws against charm
effects have advantage on this saving throw.

Short-Term. Whenever a character gains a short-term madness under the


Sanguine Eclipse, they grow claws to rip through the body of their new-found
prey. They can use these claws as unarmed strikes, using their Strength or
Dexterity modifier for attack and damage rolls (whichever is higher), and
dealing 1d8 magical slashing damage on a hit.
Long-Term. Whenever a character gains a long-term madness under the
Sanguine Eclipse, they grow fangs capable of feeding them the blood of their
loved ones. Once per turn, they can replace one melee attack with a fang
attack, using their Strength or Dexterity modifier for attack and damage rolls
(whichever is higher). On a hit, the fangs deal 1d6 magical piercing damage
and the character gains half the damage dealt in temporary hit points. In
addition, the character develops sunlight sensitivity for the duration. While in
sunlight, they have disadvantage on attack rolls, as well as Wisdom
(Perception) checks that rely on sight.

Indefinite. A character that gains an indefinite madness under the Sanguine


Eclipse begins to succumb to their newfound bloodlust. Roll a d100; on a result
of 33 or lower, the character can ignore the effects of gaining a madness under
the Sanguine Eclipse until the current eclipse sets; on a result of 34 or higher,
their creature type becomes undead, and when they hit with their fang attack
(if they have one), they can choose to regain hit points instead of gaining
temporary hit points. Additionally, they gain the urge to feed on blood. Each
day that they don't feed on the blood of a humanoid, they gain 1 level of
exhaustion. They also gain a flying speed equal to their walking speed as long
as they remain in darkness.

The flames stoke the madness within. If a character takes fire damage equal
to their level or higher in a single turn, they must succeed on a Wisdom saving
throw against the Madness DC or gain one short-term madness.

Short-Term. Whenever a character gains a short-term madness under the


Scorching Moon, their body catches fire and they take 1d4 fire damage at the
start of each of their turns. Additionally, their melee attacks deal an extra 1d4
fire damage on a hit. The fire ends if the character or a creature within 5 feet
of them uses an action to douse them, or after 1 minute.

Long-Term. Whenever a character gains a long-term madness under the


Scorching Moon, they feel the flames calling them for as long as the Scorching
Moon is out. Whenever they see an open flame larger than 1-foot in diameter
(such as a bonfire but not a torch), they must make a Wisdom saving throw
against the Madness DC or become charmed by the flame. While charmed in
this way, the creature is incapacitated and has a speed of 0. The effect ends on
a creature if it takes any damage or if someone else uses an action to shake
the creature out of its stupor. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to being charmed by that flame for
the next 24 hours.

Indefinite. A character that gains an indefinite madness under the Scorching


Moon has their soul seared. Roll a d100; on a result of 33 or lower, the
character gains resistance to fire damage; on a result of 34 or higher, the
character gains vulnerability to fire damage. This effect lasts until that
madness is cured.
The Shattered Moon lost much of its maddening aura when it was destroyed;
it now seeks to become whole again.

Short-Term. Whenever a character gains a short-term madness under the


Shattered Moon, the moon attempts to mend its wounds by absorbing part of
the character’s life. For the duration of the madness, the character takes 1d6
necrotic damage at the start of each of their turns. Any magical healing chases
the moon's influence away and stops the damage from recurring.

Long-Term. Whenever a character gains a long-term madness under the


Shattered Moon, the astral body’s influence over the character’s body
becomes more aggressive. One of the creature's limbs shatters and becomes
completely unusable. The character takes 2d6 necrotic damage and must roll
a d4 to determine which limb breaks, using the following table:

d4 Limb

The broken limb is untreatable while the Shattered Moon is out. After the
moon sets, a healing spell of 4th level or higher can restore the limb to its
original state.

Indefinite. A character that gains an indefinite madness under the Shattered


Moon becomes its prey, a meal to invigorate it. Roll a d100; on a result of 33 or
lower, the moon's powers fail before devouring the character, only absorbing
the insanity; the character is cured of all madness effects afflicting them. On a
roll of 34 or higher, the character's body is consumed by the moon and they
take 10d6 + 40 necrotic damage. If this damage reduces the character to 0 hit
points, they are disintegrated into particles of lights that float towards the
moon before vanishing.

Short-Term. Whenever a character gains a short-term madness under the


Slumbering Moon, they forget how to use certain skills, even ones they have
trained for decades. For the duration of the madness, the character loses
proficiency in a weapon or is unable to cast one spell, even if it is known or
prepared (GM’s choice).
Long-Term. Whenever a character gains a long-term madness under the
Slumbering Moon, their memory slowly fades. They have disadvantage on any
Arcana, History, or Religion checks for the duration of the madness.

Indefinite. Whenever a character gains an indefinite madness under the


Slumbering Moon, their memory is permanently compromised. They lose the
ability to remember anything that happens while under the effect of the
madness. If the madness does end, they do not remember anything that
happened while under the effect of it.

While the Yellow Crown is visible, characters that gain a madness are gripped
by the visions of the original city that lies beyond the veil, where all things
originate, and where all things are doomed to end. The swirling visions assault
their minds, and they learn information about a random location, character, or
event of the GM's choosing. The information is engulfed in madness and their
mind has a hard time processing it. The GM rolls a d2. On a 1, the information
they learn is true, and on a 2, the information they learn is false; the character
has no way of knowing if the information they learned is true or not.

Short-Term. Whenever a character gains a short-term madness under the


Yellow Crown, they develop a tremendous fear of darkness and an obsession
with light. If they do not end their turn in bright light, they have disadvantage
on all attack rolls, ability checks, and saving throws until the end of their next
turn. If they start their turn and aren't in bright light, they must use their
movement to reach the closest empty space that is in bright light. If at the
end of their movement they aren’t in bright light, they must use their action
to Dash toward the bright light. If no such space is visible, they can use their
movement and action as normal.

Long-Term. Gaining a long-term madness during the prolonged exposure to


the light of the Yellow Crown has given a character photophobia, and the
sheer presence of light is enough to cause them tremendous pain. If a
character ends their turn in bright light, they must succeed on a Madness DC
Constitution saving throw or become poisoned for 1 minute, even if they are
immune to the poisoned condition. Effects that cure poison, such as the lesser
restoration spell, can end the condition early, though if they expose
themselves again, they’ll become poisoned once more.

Indefinite. A character that gains an indefinite madness under the Yellow


Crown begins to irradiate with incandescent light. Roll a d100; on a result of
33 or lower, the character can harness this light into ephemeral wings of light;
if they start their turn in bright light, they can use a bonus action to gain a
flying speed of 40 feet until the end of their next turn. On a result of 34 or
higher, the character begins to glow uncontrollably, shedding bright light in a
10-foot radius and dim light for an additional 10 feet. While glowing in this
way, the character gains no benefit from finishing a short or long rest.

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