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A cruel, dark winter was upon us, freezing the warmth of our blood. When this sign appears, the light dies. The days grow shorter, and temperatures drop until finally the sun vanishes from the sky, plunging the world into perpetual night. Effect: Natural and magical lighting diminish as the sign strengthens, until the sun no longer rises.

Details: Father Llymic is associated with this sign. See Chapter 3 for more information. Variant: Instead of the sun disappearing completely, planetary rotation slows so that, ultimately, one side of the world is bathed in perpetual light while the other is plunged into eternal darkness. The effects of the sign on the dark side function as normal. On the light side, the effects are reversed: The range of natural light sources doubles; sunrise occurs earlier and sunset later; spells that produce darkness are impeded and light-producing spells are enhanced.

Finally, global average temperatures climb rather than drop. The glaring light and heat are as great a disaster as endless dark, ultimately rendering the light side a lifeless ruin. The next day, flaming stones showered us, killing all they touched. Then it snowed for three weeks. Who knows what's next? This sign alters the weather in drastic and unnatural ways. Snow in the summer and sweltering heat in the winter are just the beginning.

Hurricanes lash the coastlines, destroy villages, or flood entire cities; tornadoes rip apart the countryside; and bizarre weather effects become commonplace. All the while, sickening green clouds form, and violet lightning dances between them. Effect: When this sign manifests, it creates strange and random meteorological effects. The intensity of the sign determines the extent, duration, and frequency of the unusual weather.

Details: The Leviathan and Zargon are associated with this sign. See Chapters 5 and 10 for more information. That terrible sound! The scratching, the endless scratching in the wall—and the rats!

They're everywhere, choking us, drowning us! The world shudders beneath a flood of loathsome creatures birthed from the depths of the seas or the dankest pits of the Underdark.

Armies of hideous monsters march to the pulse of the lurid sign. The infestation sweeps across the lands, devouring everything in its path. Effect: The type of infestation depends on the nature of the elder evil. Aberrations, animals, plants, oozes, undead, and vermin are typical choices, though some magical beasts, outsiders, and even humanoids could work too. As the sign grows in strength, so too do the numbers, increasing the challenge of the encounter.

The creatures spread throughout the campaign setting as the sign grows stronger, and encounters range from single fights to desperate stands against vast armies.

Details: Sertrous and the Worm that Walks are associated with this sign. See Chapters 8 and 9 for more information. Variant: Infestations need not be combat encounters. Swarms serve well in this role: Clouds of locusts devour crops, numberless rats spread disease, and creeping spiders drape entire cities in webbing. When this sign appears, the demarcation between life and death grows ever more blurry.

After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain. Effect: In the early stages of this sign, only a few of the dead spontaneously animate.

Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while. Details: Atropus is associated with this sign.

See Chapter 2 for more information. How did they get here? Will they ever depart? A fiery glyph appears in the sky, casting dim light. Aside from its sudden and unusual appearance, the symbol seems to be harmless, but those who communicate with planar beings or use magical methods of travel feel its effect at once. As the sign intensifies, the glyph grows more complex, spreading like a weird stain across the heavens. Effect: The seal of binding interferes with most conjuration spells and many divination spells by closing off the avenues that enable mortals to interact with the planes.

Clerics' connections with the divine are severed, summoned creatures do not return to their home planes, and dimensional travel ceases to function. Details: Pandorym is associated with this sign. See Chapter 6 for more information. When we should have taken action, we instead wasted time on pointless wrangling.

Only now can we see the hideous truth. This sign first manifests with accelerated healing. Soon, though, living creatures and inanimate objects become covered with festering boils, which burst to expel swarms of pests.

Not long after this boon comes a light rain of spores, dotting the landscape with foul growths that spawn horrid abominations and spread corruption across the land. As the sign strengthens, wounds close almost instantly, but flesh grows pustulent and bones distend as life becomes corrupted. At its peak, all undead but the most powerful and hidden are obliterated.

The dead rise as gibbering aberrations, and the living mutate into twisted progeny. Effect: This sign manifests as a surge of corrupt positive energy that resculpts life on an entire world. Details: Ragnorra is associated with this sign. See Chapter 7 for more information. When creating your own elder evil, use the following signs as inspiration. Alter the effects to fit the theme of your elder evil when necessary. All was strange and disquieting, as though we were adrift in alien seas.

After the sun sets, the stars twinkle in the heavens as always—but they are strange. They glow luridly with weird colors, spreading fear and wonder in all who behold them.

Familiar constellations vanish, re-form, or shift to new locations. As the sign reaches its peak, distorting the arcane energies of the world, unsettling auroras and intense meteor showers illuminate the night skies. Faint: The DC for any saving throw made to maintain concentration on a spell is increased by 2. Moderate: As faint, but whenever a creature deals damage with a spell, the damage of the spell is randomly changed to one of the following damage types roll a d10 to determine the damage type : acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Strong: As moderate, but the DC for saving throws made to maintain concentration on a spell is increased by 5 from 2. Overwhelming: As strong, but whenever a creature casts a spell, roll a d On a 20, the creature must roll on the Wild Magic Surge table to create a random magical effect. At first, life was good. But the growth never slowed. Everything birthed and died with such speed that we could hear Nature suffering. Disease was rampant, and vermin spread it everywhere; there was no end to the screams of the afflicted.

Growth and healing are accelerated. At first crops and animals grow and reproduce with unnatural swiftness, and injuries vanish overnight. As the sign intensifies, these early benefits run out of control. Fruit bursts and rots on the vine before it can be harvested.

Weeds crack pavement and damage buildings. Clouds of vermin boil up from the earth, laying eggs that hatch and spawn new life in moments, and with them come equally virulent disease. Faint: Ordinary plants are enhanced as if by the plant growth spell.

Crops benefit from the enrichment effect, while other vegetation suffers from overgrowth and chokes open spaces. Moderate: As faint, but each week at dawn, living creatures are cured as if by the lesser restoration spell. Additionally, all plants grow hard spikes and thorns, as the spike growth spell save DC Strong: As moderate, but living creatures that require sleep begin to lose the ability to do so, as their bodies fidget and their thoughts race.

Whenever a creature finishes a long rest, it must make a DC 11 Constitution saving throw or gain no benefit from its rest. Overwhelming: As strong, but the DC of the Constitution saving throw increases to Additionally, flesh grows and heals with terrible speed. Living creatures regain 1 hit point each minute, and severed body parts regrow daily at dawn.

Each week at dawn, living creatures must make a DC 11 Constitution saving throw. Finally, creatures that die due to old age from this effect explode in a shower of gore.

It leached the water from our rivers and lakes, and the mighty oceans receded with each gust. Unnaturally warm winds blow from an atypical direction, growing hotter as the sign intensifies and carrying away all moisture. Faint: Natural precipitation stops. Average global temperatures increase by 1d3 degrees Fahrenheit, and all bodies and streams of water lose 1d4 feet of depth each week. Moderate: Average global temperatures increase by 1d6 degrees, and all bodies and streams of water lose 1d10 feet of depth each week.

Strong: Average global temperatures increase by 2d10 degrees, and all bodies and streams of water lose 1d20 feet of depth each week. Overwhelming: Average global temperatures increase by 4d10 degrees, and all bodies and streams of water lose 1d feet of depth each week.

Additionally, the wind strengthens further; all wind becomes a Strong Wind DMG , and wind that was already strong now literally burns. Such wind deals 1d4 fire damage to creatures and objects caught in it per hour. Variant: The inverse of the dry winds sign is dreadful flooding. Clouds pile up overhead, darkening the sky, and they unleash torrents that drench the world. As the sign intensifies, water levels rise by the listed amount rather than fall. Global temperatures cool somewhat: When the sign grows strong, they drop 1d3 degrees, and when it is overwhelming, a further 1d6 degrees.

The winds increase as described above but do not deal fire damage. One by one, white shapes bobbed to the surface: fish slain by the tainted sea. And the smell—the air reeked of a slaughterhouse. This sign slowly kills the world.

Creatures become barren, no longer producing offspring. Animals sicken and die. Plants wither or rot, while disease runs rampant, corrupting all with its horrid touch. Moderate: Ordinary plants begin to wither and die. Dead animals and plants become carriers of all manners of contagion and disease, and plant-based food begins to become unsafe to eat. Strong: The save DC to resist any disease increases to 5 from 2 , and living creatures that are suffering from a disease also have disadvantage on death saving throws.

Famine is widespread as all forms of organic food are riddled with disease. Overwhelming: Each day at dawn, living creatures must make a DC 15 Constitution saving throw or be poisoned for 8 hours.

I'm working to ensure I am the first to die when it does. Elder evils do not attract many mortal servants, for their nature is opposed to all living things. A few wretches who despise everything, whether they be nihilists or lunatics, do bow to an elder evil. Annihilation is the only reward for such service. But for those driven by insanity, an unquenchable thirst for vengeance, or myriad other strange and sinister motivations, the utter finality of death is sweet. Aiding an elder evil is the surest means of embracing that much desired end.

Any intelligent and evil creature can swear service to an elder evil if the creature knows of its existence. They may gain a cult feature based on the elder evil they serve, or they may gain a vile feat of their choice. Through generations of study and grim practice, the disciples of certain Elder 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 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 is part of only one elder evil cult at a time. While most of Atropus's heralds are undead who seek to destroy the living, there are some mortals who are wretched enough to give the World Born Dead their undying service.

Cultists of Atropus typically act in isolation to advance their master's goals, but cabals of undead or those that associate with undead can also act in Atropus's name, such as the cult headed by the foul ur-priest Caira Xasten. Cultists of Atropus often uncover necromantic secrets on their own, but may also be granted powers by the World Born Dead as its arrival draws near. Rank-and-file cultists typically obtain the Gaze of Corruption action option, and cult leaders obtain the Anti-Heal trait through the mastery of negative energy manipulation.

Gaze of Corruption Recharge 6. The cultist targets one creature it can see within 30 feet of it. 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 throw at the end of each of its turns, ending the effect on itself on a success. The cultist can activate or deactivate this feature as a bonus action. While active, creatures within 30 feet of the cultist can't magically regain hit points.

A creature that were to magically regain hit points must instead make a DC 15 Constitution saving throw. On a failed save, the creature takes necrotic damage equal to the hit points it would have regained. There is a tribe of barbarians that lives on and near the mountain that houses Father Llymic's tomb. These barbarians worship the Alien Thought Given Flesh and perform alien rituals in his name.

Sooner or later, these cultists transform into brood spawn, either by willing self-corruption or by corruption from the brood spawn they consort with. Most of the time, a creature that encounters the Alien Thought Given Flesh or his minions is transformed into a savage brood spawn. However, there are rumors of creatures that are able to preserve their minds after the transformation, allowing for the existence of shadowy organizations of brood spawn that enact their plans from behind the scenes.

Cultists of Father Llymic perform unholy rituals that transform them into inhuman monsters, eventually turning them into brood spawn. The most devoted of his cultists may even have a chance to interact with Father Llymic's illusory projections, who may reveal to them methods of manipulating ice and becoming icy abominations.

Chilled Flesh. The cultist has resistance to cold damage, and a creature that touches the cultist or hits it with a melee attack while within 5 feet of it takes 5 1d10 cold damage. Icy Touch. Melee Spell Attack: bonus to hit equal to the cultist's proficiency bonus plus its Charisma modifier, reach 5 ft. Hit: 14 4d6 cold damage. Janwulf the Soulbiter rules the cultists of Zoretha with an iron fist, leading them on raids of surrounding settlements and actively recruiting new members.

Janwulf himself is not faithful, instead abusing the low intelligence of many berserkers, ogres, and trolls in order to retain his power over them. There are also devotees that act alone, perhaps because they went mad reading the Zoretha Scrolls or were exposed to the Hulks themselves for too long. Cultists of the Hulks of Zoretha embrace their madness, allowing them to resist mental manipulation or control via the Madness of Zoretha trait.

Some cultists can also impose madness onto others via the Mental Overload action option. Madness of Zoretha. The cultist is immune to any spell or effect that would read its thoughts, determine if it is lying, charm or frighten it, or magically influence its thoughts or behavior, unless the spell or effect comes from the Hulks of Zoretha.

One creature that can see or hear the cultist must succeed on a DC 15 Wisdom saving throw or experience long-term madness for 8 hours. The affected creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success. Cultists of The Leviathan are categorized by one interest: chaos. While some cultists pledge their loyalty to a demon lord, others might be ambitious spellcasters who wish to channel chaotic energy in the pursuit of power.

With that in mind, chaotic evil cultists are more likely to be Cultists of The Leviathan, as they are more likely to seek The Leviathan's power despite the potential loss of life it may cause. Cultists of The Leviathan are capable of manipulating the forces of chaos, granting them the Conduit of Chaos trait. Some cultists can also channel chaotic energies directly via the Innate Spellcasting trait. Conduit of Chaos. When the cultist casts a spell that deals damage, it can change the spell's damage type to cold, fire, force, lightning, or thunder.

Innate Spellcasting. The cultist's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:. Despite Pandorym's attempts to manipulate mortals into freeing him, any attempt to serve the Utter Annihilation typically ends in the death or undeath of the cultist.

Most who encounter Pandorym's mind usually have their minds collapse into madness or savagery, but there may be some, like Lucather Majii, that retain enough sanity to act on his behalf. Whether or not its mind is completely shattered, the influence of Pandorym monopolizes a cultist's mind and psyche, granting it the Stained Psyche trait. You may also choose to have cultists of Pandorym gain psionic abilities via the Innate Spellcasting Psionics trait, depending on the context of the cultists' worship and the campaign setting you wish to insert Pandorym into.

Stained Psyche. The cultist is immune to any spell or effect that would read its thoughts, determine if it is lying, charm or frighten it, or magically influence its thoughts or behavior, unless the spell or effect comes from Pandorym. Innate Spellcasting Psionics. The cultist's innate spellcasting ability is Intelligence.

It can innately cast the following spells, requiring no components:. Ragnorra has twisted life not just on the Material Plane, but also in the Feywild and the Shadowfell. A handful of refugees from her prior ravages on these planes formed the Malshapers, a cultlike group dedicated to helping the Mother of Monsters perform her grotesque art. These fanatics believe they have a duty to guide Ragnorra to every suitable world.

Scholars note, though, that they never target worlds on their home planes. The Malshapers watch the Astral Plane for signs of Ragnorra's ascent. Once they detect movement, they scout out a suitable location. They strew samples of native life along her likely path, then redraw the astral runes to lure Ragnorra to the target world. While some standalone cultists or groups who pledge themselves to Ragnorra may exist, most cultists of Ragnorra are sought out by the Malshapers in order to join their ranks.

Either way, cultists of Ragnorra receive both the Warped Flesh trait and the Sculpt Flesh action option. Warped Flesh. The cultist has advantage on saving throws against poison, and it is immune to disease. Additionally, any critical hit against the cultist becomes a normal hit. Sculpt Flesh Recharge 6. The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Constitution saving throw or have its flesh warped by unnatural growth, covering it in blisters and tumors.

While its flesh is warped in this way, the target is poisoned, its speed is reduced by 10 feet, and it can't use reactions. This effect lasts for 1 minute. The Vanguard of Sertrous is made up of yuan-ti cultists whose teachings are secretly passed down by the decapitated head of their demonic patron.

However, as Sertrous's teachings become more widespread, independent heretics may begin to spread the obyrith lord's words throughout normal civilization in the campaign world. Followers of the teachings of Sertrous are granted the Disciple of Sertrous trait for their loyalty.

Additionally, those that do not fear death and do not wish to be revived by their allies may have the Testament of Faith trait.

Disciple of Sertrous. The cultist has advantage on saving throws against divine spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate. Testament of Faith. When the cultist is reduced to 0 hit points, it explodes in a burst of divine energy.

Each creature within 10 feet of the cultist must make a DC 15 Constitution saving throw, taking 14 4d6 radiant damage on a failed save, or half as much damage on a successful one. The cultist and everything it is wearing and carrying, except magic items, is reduced to a pile of fine gray dust by this explosion.

The cultist's soul then passes into Sertrous's realm in the Abyss; the cultist can't become undead or be brought back to life by any means short of a wish spell. Unlike other cults of undeath, followers of the Worm That Walks often seek to spread disease and parasites, weakening those that would oppose Kyuss so that his undead can squash them without opposition. Others learn to channel dark magic in order to replicate the Plague of Worms action option that Kyuss and his servants often use against their opponents.

Worm Necromancer. When the cultist casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss. Plague of Worms Recharge 6.

Each creature of the cultist's choice within 10 feet of the cultist must make a DC 15 Dexterity saving throw against this magic. On a failure the target takes 9 2d8 necrotic damage and is restrained by masses of swarming worms.

The affected creature takes 9 2d8 necrotic damage at the start of each of the cultist's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. It took centuries, but he crawled up from the depths of the earth and set upon the soft mortals dwelling in the Cynidicean Kingdom above. To spare themselves extinction, the people of the kingdom raised up Zargon as their god and fed him endless sacrifices to appease his need to kill.

While the descendants of these original cultists are still instilled with the fear of being devoured by Zargon, make no mistake: many of these cultists are dedicated to Zargon and would sacrifice their lives in his name. Cultists that are corrupted by Zargon's influence sometimes gain the Corrosive Form or Foul traits below. Corrosive Form. A creature that touches the cultist or hits it with a melee attack while within 5 feet of it takes 4 1d8 acid damage.

Any creature, other than an ooze or another creature that has this trait, that starts its turn within 10 feet of the cultist must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. Vile feats are powerful boons available to intelligent NPCs of evil alignments. Those that are associated with an Elder Evil will pursue such boons at any cost, even resorting to self-mutiliation and deformation as a method of acquisition.

The following abilities are available to cultists that are associated with Elder Evils or other evil entities; these abilities are not specific to any one Elder Evil, and a creature can have more than one vile feat at a time.

Deformity: Mutilated Flesh. In order to obtain this vile feat, the cultist flayed, burned, or otherwise mutilated its flesh, turning them into a grotesque shadow of their former self. At least one of their body parts such as a limb or their face have been mutilated in this way; this mutilation can only be undone by heal or another disease-curing spell of 6th level or higher.

Disgusting Visage. Kyuss is one of the Elder Evils detailed in this book, and, significantly, Dungeon Magazine's Age of Worms adventure path starring him had ended the year before.

The version of Kyuss listed here is not identical to Age of Worms Kyuss. The first edition of the novel was published in , and was written by G. Norman Lippert. The book was published in multiple languages including English, consists of pages and is available in ebook format.



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