STAR SPAWN SEERA star spawn seer is most often encountered as the
leader of a cult that worships one or more of the ElderEvils. Usually, the seer is the only cult member thatgrasps the full extent of the horror the cult is venerating.An entity that appears as a star spawn seer in theMaterial Plane usually arrives as something different-something disembodied. When a warlock or other spell-caster establishes communication with it, the seer-entitytakes control of the mortal's form and spirit, transform-ing it into a star spawn seer. Whoever the seer once waslargely vanishes beneath the corpulent bulk of tumorousskin than builds up in strange whorls all over the seer'sbody. Hands become bulky, flipper-like appendages ca-pable of grasping their strange staffs-formed of someblend of flesh, bone, and star stuff-but clumsy and pain-ful when used to manipulate other things.A star spawn seer is almost always accompaniedby one or more star spawn hulks. Although the hulkis a worthy combatant in its own right, it's also a vitalpart of a tactic often used by seers. When a seer dealspsychic damage to a hulk, the hulk isn't hurt, while theeffect ricochets off the hulk and expands to assault othercreatures.The seer's goal is to tap the energy sources andmaster the rites that will enable it to extend a bridgebetween the vulnerable sanity of the Material Plane andthe squirming madness of an Elder Evil's prison.ELDER EVIL BLESSINGS
Through generations of study and grim practice, thedisciples of certain E lder Evils have mastered the abilityto bestow supernatural gifts on minions they select forthe privilege. Any creature that serves a cult of ElderEvil, including a star spawn, can be given one of theserewards- usually as compensation for faithful service,but sometimes as a chance for a creature that breachedthe cult's laws to redeem itself. The following powersare unique to specific cults, and typically a creature hasno more than one of them.CULT O F BOREM O F THE L AKE O F BOILINGMU DBorem's Embrace (1/Day). The cultist touches one creaturewithin S feet of it. The target must succeed on a DC 15 Dexter-ity saving throw or be coated in sticky, steaming mud. While itis coated in this way, the target's speed is halved, it can't usereactions, and it takes 10 (3d6) fire damage at the start of eachof 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 DGaze of Corruption (Recharge 6). The cultist targets one crea-ture it can see within 30 feet ofit. The target must succeed ona DC 15 Constitution saving throw or take 16 (3d10) necroticdamage and be poisoned for 1 minute. The poisoned targetcan 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 RGUTHaask's Presence (1/Day). The cultist transforms into a Tiny,leech-like being and teleports onto the shoulder of a humanoidthat it can see within 30 feet of it. The targeted humanoid mustsucceed on a DC 1 S Charisma saving throw or be charmed bythe cultist. While the target is charmed, the cultist has controlof it on the target's next turn. At the end of that turn, the cultistte leports to an unoccupied space it can see within 30 feet ofit and returns to its normal form. The cultist can' t be targeteddirectly by any attack or other effect while it's in the slug-likeform, but it is subject to areas of effect as normal.CULT OF ITRANTH R A X U S THE FLAMED ONERadiant Flames (1/Day). Multihued flame surrounds the cultistfor 1 minute, until the cultist is incapacitated or dies, or untilthe cultist extinguishes the flame {no action req ui red). Whileinflamed, the cultist has telepathy with a range of 30 feet, andit can te leport as a bonus action up to 30 feet to an unoccupiedspace it can see. In addition, every creature that starts its turnwithin 5 feet of the cultist must make a DC 15 Dexterity savingthrow, taking 16 (3dl0) radiant damage on a failed save, or halfas much damage on a successful one.CULT OF THARIZDUN THE CHAINED GODTharizdun's Spark (Recharge 6). As a bonus action, the cultisttouches a simple or martial weapon or a natural weapon, if ithas one. The next creature hit by the touched weapon mustsucceed 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 DungeonMaster's Guide) to determine the form of the madness. Theaffected creature can repeat the saving throw at the end of eachminute, ending the effect on itself on a success.ELDER EVILSExactly who or what the Elder Evils are remains in disputeamong the rare sources of knowledge about them. Fewcreatures in the multiverse have any awareness of thesebeings, 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 theyare none of these, but in fact are beings set apart fromwhat mortals consider reality. Some Elder Evils are al legedto be creatures of the Far Realm, while others are thoughtto be trapped in a particular plane or world, or held incheck somehow by wandering stars, imprisoned in t hevastness of the night sky.The names given to these terrible entities include suchstrange descriptions as ltyak-Ortheel the Elf-Eater, Dendarthe Night Serpent, Borem of the Lake of Boiling Mud,Kezef the Chaos Hound, Zargon the Returner, Carn nodthe Unseen, Holashner the Hunger Below, Piscaethces theBlood Queen, Shothotugg the Eater of Worlds, Y'chak theViolet Flame, Bolothamogg Who Watches from Beyondthe Stars, Hargut of the Gray Pestilence, Haask the Voiceof Hargut, Ragnorra the Mother of Monsters, the Hulks ofZoretha, Kyuss the Worm That Walks, Tharizdun the ElderElemental Eye, Atropus the World Born Dead, Pandorymthe Utter Annihilation, Haemnathuun the Blood lord,Maram of the Great Spear, Tyranthraxus the Flamed One,the unnamed Queen of Chaos, and Father Llymic, theAlien Thought Given Flesh.The extent to which these beings have power beyondtheir native environments varies, as do notions of theirrelative strength. But they are all forces of corruption andevil. Nothing good can come from their influence. Nobargain made with them ends in anything other than mad-ness, plague, death, or worse.CHAPTER 6 I BESTIARY23;