STAR SPAWN SEER
A star spawn seer is most often encountered as the
leader of a cult that worships one or more of the Elder
Evils. Usually, the seer is the only cult member that
grasps the full extent of the horror the cult is venerating.
An entity that appears as a star spawn seer in the
Material Plane usually arrives as something different-
something disembodied. When a warlock or other spell-
caster establishes communication with it, the seer-entity
takes control of the mortal's form and spirit, transform-
ing it into a star spawn seer. Whoever the seer once was
largely vanishes beneath the corpulent bulk of tumorous
skin than builds up in strange whorls all over the seer's
body. Hands become bulky, flipper-like appendages ca-
pable of grasping their strange staffs-formed of some
blend of flesh, bone, and star stuff-but clumsy and pain-
ful when used to manipulate other things.
A star spawn seer is almost always accompanied
by one or more star spawn hulks. Although the hulk
is a worthy combatant in its own right, it's also a vital
part of a tactic often used by seers. When a seer deals
psychic damage to a hulk, the hulk isn't hurt, while the
effect ricochets off the hulk and expands to assault other
creatures.
The seer's goal is to tap the energy sources and
master the rites that will enable it to extend a bridge
between the vulnerable sanity of the Material Plane and
the squirming madness of an Elder Evil's prison.
ELDER EVIL BLESSINGS
Through generations of study and grim practice, the
disciples of certain E lder Evils have mastered the ability
to bestow supernatural gifts on minions they select for
the privilege. Any creature that serves a cult of Elder
Evil, including a star spawn, can be given one of these
rewards- usually as compensation for faithful service,
but sometimes as a chance for a creature that breached
the cult's laws to redeem itself. The following powers
are unique to specific cults, and typically a creature has
no more than one of them.
CULT O F BOREM O F THE L AKE O F BOILING
MU D
Borem's Embrace (1/Day). The cultist touches one creature
within S feet of it. The target must succeed on a DC 15 Dexter-
ity saving throw or be coated in sticky, steaming mud. While it
is coated in this way, the target's speed is halved, it can't use
reactions, and it takes 10 (3d6) fire damage at the start of each
of its turns. The effect lasts for 1 minute, until the cultist is in-
capacitated or dies, or until the target is immersed in water.
C U LT OF A T ROPUS T H E WORLD BORN DEA D
Gaze of Corruption (Recharge 6). The cultist targets one crea-
ture it can see within 30 feet ofit. The target must succeed on
a DC 15 Constitution saving throw or take 16 (3d10) necrotic
damage and be poisoned for 1 minute. The poisoned target
can repeat the saving t hrow at the end of each of its turns, end-
ing the effect on itself on a success.
CULT OF HAASK THE VOICE OF HA RGUT
Haask's Presence (1/Day). The cultist transforms into a Tiny,
leech-like being and teleports onto the shoulder of a humanoid
that it can see within 30 feet of it. The targeted humanoid must
succeed on a DC 1 S Charisma saving throw or be charmed by
the cultist. While the target is charmed, the cultist has control
of it on the target's next turn. At the end of that turn, the cultist
te leports to an unoccupied space it can see within 30 feet of
it and returns to its normal form. The cultist can' t be targeted
directly by any attack or other effect while it's in the slug-like
form, but it is subject to areas of effect as normal.
CULT OF ITRANTH R A X U S THE FLAMED ONE
Radiant Flames (1/Day). Multihued flame surrounds the cultist
for 1 minute, until the cultist is incapacitated or dies, or until
the cultist extinguishes the flame {no action req ui red). While
inflamed, the cultist has telepathy with a range of 30 feet, and
it can te leport as a bonus action up to 30 feet to an unoccupied
space it can see. In addition, every creature that starts its turn
within 5 feet of the cultist must make a DC 15 Dexterity saving
throw, taking 16 (3dl0) radiant damage on a failed save, or half
as much damage on a successful one.
CULT OF THARIZDUN THE CHAINED GOD
Tharizdun's Spark (Recharge 6). As a bonus action, the cultist
touches a simple or martial weapon or a natural weapon, if it
has one. The next creature hit by the touched weapon must
succeed on a DC 15 Wisdom saving throw or experience short-
term madness for 10 minutes. Consult the Short-Term Mad-
ness table (see "Madness Effects" in chapter 8 of the Dungeon
Master's Guide) to determine the form of the madness. The
affected creature can repeat the saving throw at the end of each
minute, ending the effect on itself on a success.
ELDER EVILS
Exactly who or what the Elder Evils are remains in dispute
among the rare sources of knowledge about them. Few
creatures in the multiverse have any awareness of these
beings, and no one can claim to know them all.
Some Elder Evils are called gods, primordials, or fiends.
Yet some scholars versed in esoteric mysteries insist they
are none of these, but in fact are beings set apart from
what mortals consider reality. Some Elder Evils are al leged
to be creatures of the Far Realm, while others are thought
to be trapped in a particular plane or world, or held in
check somehow by wandering stars, imprisoned in t he
vastness of the night sky.
The names given to these terrible entities include such
strange descriptions as ltyak-Ortheel the Elf-Eater, Dendar
the Night Serpent, Borem of the Lake of Boiling Mud,
Kezef the Chaos Hound, Zargon the Returner, Carn nod
the Unseen, Holashner the Hunger Below, Piscaethces the
Blood Queen, Shothotugg the Eater of Worlds, Y'chak the
Violet Flame, Bolothamogg Who Watches from Beyond
the Stars, Hargut of the Gray Pestilence, Haask the Voice
of Hargut, Ragnorra the Mother of Monsters, the Hulks of
Zoretha, Kyuss the Worm That Walks, Tharizdun the Elder
Elemental Eye, Atropus the World Born Dead, Pandorym
the Utter Annihilation, Haemnathuun the Blood lord,
Maram of the Great Spear, Tyranthraxus the Flamed One,
the unnamed Queen of Chaos, and Father Llymic, the
Alien Thought Given Flesh.
The extent to which these beings have power beyond
their native environments varies, as do notions of their
relative strength. But they are all forces of corruption and
evil. Nothing good can come from their influence. No
bargain made with them ends in anything other than mad-
ness, plague, death, or worse.
CHAPTER 6 I BESTIARY
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