Mordenkainen's Tome of Foes

(Nancy Kaufman) #1
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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