The cultist can see through solid objects to a range of 30 feet; when it does so, it perceives objects as ghostly, transparent images. The two gigantic doors of the keep lie in ruin before it. Nay, when Zargon awakens, all shall tremble as the world is born anew in his foul image.". It might also use its transmute rock spell to restrain the party in mud. like gods, all bedecked in splendor. All the while, sickening green clouds form, and violet lightning dances between them. The effects are all spell glyphs, unleashing three spells simultaneously when a creature that isn't chaotic evil touches the secret door: a sunburst spell, a forcecage spell in the shape of a box, and a 9th-level cloudkill spell that remains trapped within the box. The Serpent Reliquary itself, where Avamerin dwells and Sertrous's head is kept, exists in its own dimension accessed by a portal placed in a remote location in the campaign world. Undead and aberrations are immune to any negative effects described below. In this location, cultists have carved out a lair that they call the Temple of Zoretha. You have advantage on all saving throws while the shard orbits your head. So did the world shudder at the stirring of Leviathan. Even then, if allies protect the inevitable it continues its assault on the crystalline prison regardless of its injuries. Alternatively, the DM may decide that this information cannot be acquired except through certain methods of research or interaction with the campaign world. Despised by the baatezu, feared by the gods, and all but forgotten by mortals, Zargon the Returner struggles to escape his prison to once more conquer the earth and drown the world with rivers of his slime. Contents. Often times, these untamed areas have some sort of apex predator that the rest of the serpents fear and/or follow. Anti-Heal. It's not unlikely that an artifact or two languishes here as well. If the abscess takes fire or lightning damage, it cannot be regenerated until the start of the next round. Discord and Woe (2/Day). This ice generates a field that enhances the effects of cold damage in the area; spells and effects that deal cold damage can't deal less than their average cold damage. Swarms serve well in this role: Clouds of locusts devour crops, numberless rats spread disease, and creeping spiders drape entire cities in webbing. He then uses the far step spell, cast via Gutterang, to teleport away and to withdraw into a tunnel. As alien colonizers, the Hulks might seek to enslave the mortal races instead, using what is left of civlization when they awaken to construct a new society for their Children to live in. There might be some images that came from elsewhere, however. As bubbles rise and burst from this thick, tarry pool, they release a stink of bile and infected flesh. This section is unchanged. When it does so, it takes 12 (5d4) necrotic damage, which can't be reduced or prevented in any way. You can use an action to seize and stow the shard, ending its effect. The Elder Evils arrived from an unknown realm, and Vasilios, God of Justice, and Asmodeus, God of War, were born to fight them. Some might have multiple heads, others are inside out, and some might have no head or tail—they're simply a mass of coils with no end or beginning. These worms are identical to those launched by the Burrowing Worm action of a blessed spawn of Kyuss (EdE 42B).  Details: The Hulks of Zoretha are associated with this sign. Unnaturally warm winds blow from an atypical direction, growing hotter as the sign intensifies and carrying away all moisture. 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. If Dorn is here and the trap was not sprung, he first uses his Summon Demon action to summon an alkilith.  Flaming Hail. Hidden in the Valley of Death are the ruins of Cynidicea. If they absorb or take control of the aspect somehow, they may gain control of the moonlet, or their consciousness might be merged with the World Born Dead itself. Defenders of less than CR 3 are rare. For example, if you apply the template to the Death Kiss (VGM 124), you might wish to swap its lightning immunity for radiant immunity, and then reskin instances of lightning damage to radiant damage. This fog of acid fills a 10-foot-radius sphere centered on the abscess, heavily obscuring the area. The party can find 550 gp and three potions of superior healing (DMG 187) in footlockers. A gilded altar centerpiece with three large rubies from a temple of St. Cuthbert worth 10,000 gp. 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. As mentioned, the Hulks of Zoretha are underwhelming because they are required to individually be weak in order to be a group encounter for high level players. He then begins combat by using his Plague of Worms to restrain as many party members as possible, and then he hammers at the characters with his Worm Smite. One by one, the seven pillars of ice shatter as the last bonds of his imprisonment fail. In the latter case, he might reside in a frozen crystal sphere whose sun has permanently gone dark. By succeeding on this check, a character knows the sign is an evil omen. A creature that enters the column for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be thrown 1d6 × 10 feet in a random direction. Lead sheets have been buried within all walls, ruining certain divination spells such as locate object. The cults that worship the Hulks of Zoretha have been working for years to raise their strange stone gods to life. Either piece of information can be shared with the other creatures in the room. If a creature would die to this exhaustion, its Wisdom score is instead reduced to 0, and the creature becomes motionless, as if in prayer, and is effectively unconscious. Some Small and Medium cultists sleep here. After 10 rounds, 2 (1d4) brood spawn ogres (EdE 10B) come to investigate from a nearby encampment. On activation, a tentacular boil produces an Evard's black tentacles effect (save DC 16), as the spell, for one minute. The arctic conditions slowly subside, but the effect on the world is devastating. Becoming more and more like an actual undead creature, the cultist gains immunity to necrotic and poison damage, as well as the poisoned and paralyzed conditions. This chamber holds the cult’s spare vestments, masks, incense, general goods, and three months' worth of rations and water. Details: Sertrous and the Worm that Walks are associated with this sign. Two wall sections have collapsed, filling parts of the area with dense rubble, which is difficult terrain for creatures attempting to walk through it. 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. All undead within 20 feet of the shore gain advantage on saving throws. Additionally, reference the bestiary for information on the optional Children and Titan of Zoretha as described in the previous section. If you've decided recently to bring things to a head, there's nothing wrong with suddenly revealing the elder evil. EDIT: Grammar! See the Description section earlier in this chapter for their statistics and usage. If facing only a single foe in melee, Father Llymic tries to implant his Brood Seed. Unsecured objects in the area take the same damage automatically. A creature that gains temporary hit points from a healing spore equal to or exceeding its maximum hit points is instantly corrupted and becomes a progeny of Ragnorra. A successful DC 20 Intelligence (Investigation) check uncovers one of the following items in a hole: Though he speaks scornfully, Irthicax Vane (EdE 31B) harbors deep admiration for these indviduals who are unwilling to abandon their world. This fluid has the same properties as the Ichor Sea. The prison has a damage threshold of 15, meaning that any effect that deals 14 damage or less is considered superficial and doesn't reduce the prison's hit points. Reference the original book if you are interested in lore and details regarding the Hulks, Soelma Nilaenish, and Janwulf the Soulbiter. They fight to the death to protect their precious books. The following locations correspond to those indicated on the Temple of Zoretha map. So mighty are these ancient beings that even the gods think twice about standing against them. Once she has assumed her new form, Ragnorra is both stronger and weaker. They are simply my imagining of these concepts, which I do not claim to have a definitive monopoly over or understanding of. See the. Famine is widespread as all forms of organic food are riddled with disease. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. If the boil takes acid or fire damage, it cannot be regenerated until the start of the next round. Madness of Zoretha. In a planar campaign, perhaps The Leviathan's body spans multiple planes as the River Styx does. Moderate: The ecosystem continues to be corrupted by large numbers of powerful serpents. If the party defeats the living lava, the cave cools to habitable temperatures and forms a useful shelter. The only objects in this room are the skeleton of a long-dead yuan-ti cultist and a Medium sized bust depicting the five-jawed head of Sertrous. Failing this check by 5 or more causes the tube to reflexively twitch, pulling the tube opening inward and dumping the intruders into the crevasse below (area E). The kolyarut's adamantine longsword allows it to deal an average of about 100 damage to the crystalline prison per round, assuming that it hits all four of its attacks. Each chapter includes a section that describes the game effects of that elder evil's sign. Lifting the lid reveals a ladder descending into the darkness. Creatures in the area have resistance to fire damage. When Ragnorra has been reduced to 0 hit points, she sheds her skin and merges with the neurotangle, transforming into the True Mother. One Hulk is faster than the others and flies. The Elder Evil Zurguth, the Feasting Vast, was also in introduced in Dragon issue #358, which describes his accidental creation of the Kaorti. Exposed creatures and objects take 2 acid damage at the start of each of their turns. Faint: The DC for any saving throw made to maintain concentration on a spell is increased by 2. This room should represent the greatest single treasure that the party finds during their entire adventuring career. The blood in this area has been mixed with corrosive acid, dealing 5 (2d4) acid damage to any creature that enters its space for the first time on a turn or ends its turn there. These barbarians worship the Alien Thought Given Flesh and perform alien rituals in his name. Now mad cultists seek to wake the beast and submerge all the lands. Of more importance, however, is the stone altar about 50 feet from the well, for upon it rests the skull of Sertrous, and the final guardian and First Heretic Avamerin that stands next to it (see Encounter 3). In a Spelljammer campaign, Ragnorra's path might take her through the vast reaches of wildspace. Harbringer of Destruction. All locks use the same keys, and each cultist carries a key on their person. The back half of this smaller room has been turned into a tidy and comfortable personal quarters for a Huge-size creature, with a magically everburning fireplace, piles of cured animal hide blankets forming a bed, a well-made wooden writing desk and chair, neatly organized shelves, and a large chest. She gains access to new abilities, but she can no longer move. Heavy undergrowth is difficult terrain for all creatures. In this chamber and in areas C through G stand statues of coiled serpents. All life in the temple centers around the great cavern where the uncaring monoliths have stood since far past the reach of mortal memory. Over the centuries, the wind has erased all the statues' fine detail. The ridges of plant growth average about 40 feet in height. Ancient wizards summoned it as a deterrent to defend their empire from vengeful deities. Avamerin is merely attempting to convince the party to leave the Inmost Vault so that he can flee to somewhere else with the skull of Sertrous and rebuild his lair. However, the raging gods ended the kingdom's reign before it could release the weapon. The obyrith lord Pazuzu might oppose Zargon due to the demon's secret alliance with Asmodeus. Aberrations, animals, plants, oozes, undead, and vermin are typical choices, though some magical beasts, outsiders, and even humanoids could work too. Other worms might use their victims as long-term parasitic hosts; when these hosts die, a swarm of multiple worms or a single giant worm might emerge from their corpses. The island is home to numerous creatures—undead and aberrations mostly—but there are all sorts of vermin, magical beasts, and other predators as well. A few caves and fissures pierce the slope of the volcano. Characters searching the high priest's belongings find little of value, but a DC 15 Intelligence (Investigation) check turns up two pearls of power (DMG 184) lying under the bed. Regenerating a vaporous abscess causes it to regain 10 hit points. This trait doesn't function while the cultist is incapacitated. Unless the source of this infestation can be stopped, the only options civlization has are to flee from this world or to pray for divine intervention. If a leader is present, cultists attempt to surround and trap intruders in the central area, so that they can be picked off by archers. Rising up like a crone's finger from the western mountain are the remains of a shattered idol. Any creature that ends its turn in the Obelisk's shadow suffers disadvantage on Wisdom saving throws until the end of its next turn. The radius of illumination from natural light sources drops to 5 feet. Elder evils are resistant to cold damage and fire damage. In an encounter, you can mark the various worldskin features with coins: heads indicates a growth ready for use, and tails marks one that must be regenerated. No being—not even a deity—can control it, even using a talisman of the sphere. Seghulerak spends increasingly little time here, kept busy with the work of leading the Vanguard to triumph. An aura of entropy fills the underground cavern complex and all the surrounding ruins. See Chapter 2 for more information. You can also download a PDF version of the bestiary document on Google Drive. An official digital toolset for Dungeons & Dragons fifth edition. These brood spawn charge and attack the nearest enemy. The Worm That Walks' goals are unchanged. Elder Evils. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 23 Constitution saving throw or take 11 (2d10) poison damage and suffer one level of exhaustion. Two rows of statues depicting animal-headed people support the high ceiling of this massive chamber. If the party defeats all seven caryatid columns of the first wave within 2 rounds, Lucather waits for the second wave. More important, the runes on the pillars amplify light-creating spells and effects. Undead are significantly harmed by Ragnorra's Twisted Life sign. In a setting such as Dark Sun, perhaps Zargon slew the gods but then himself was slain. Familiar constellations vanish, re-form, or shift to new locations. A fire burns inside. Elder evils are resistant to cold damage and fire damage. Blistered souls that escaped here from Encounter 1 remain hidden in the corner labeled 2 and use their Regenerate Worldskin ability to heal and support Ragnorra and the others. Finally, global average temperatures climb rather than drop. 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. When it comes to the main Elder Evils in particular, I decided to sacrifice simplicity for cool features and abilities when appropriate, even if doing so slightly went against 5e design philosophy. Note that Ragnorra's Twisted Life sign has been altered, and that the progeny of Ragnorra template no longer has an Intelligence score requirement. They are disturbingly disfigured, with distended jaws, prominent or horned brows, protruding teeth, or extra tongues. An elder evil that has this property warps the planes of existence around them, preventing the gods and their servants from getting close to them. The builders of the temple used these portals to transport themselves to and from the temple, entering and exiting without the need for physical doors. A statue can make one attack at the end of every round against a creature of any alignment other than chaotic evil that is within 5 feet of it, striking with a single bite attack. A creature that enters the column for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or have its speed be reduced to 0 until the start of its next turn. While they do not immediately attack civilized areas, the diseases that these worms carry allow for the Worm That Walk's influence to taint places all across the world. Ragnorra has started the process of regrowth, during which she will increase from her current Gargantuan fragment to a monstrosity a mile or more across. They are 1 foot thick and 10 feet tall. If they need to retreat, one of them casts the darkness spell before they flee. 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. When this happens, each creature in its path can attempt a DC 23 Dexterity saving throw. Elder evils can't be targeted by any divination magic or perceived through magical scrying sensors. You can also consider other threats to act as villains in anticipation of Atropus's arrival. Each "elder evil" described in this nightmarish tome comes with a detailed description, stat blocks for the elder evil and its minions, tips for how to incorporate the elder evil into any D&D campaign, adventure seeds, and maps of the elder evil's lair (complete with encounters and room descriptions). Each creature in the area must succeed on a Constution saving throw or be blinded. If such a spell makes an attack roll, it has advantage to hit. When an undead of CR 3 or lower fails this saving throw, it is instead instantly destroyed. Perhaps it is even as big as a planet itself, and if awakened, it will smash each and every crystal sphere it comes across until the Material Plane has been compeltely destroyed. He casts all possible protective spells on himself before combat if he has time, and once in combat uses his most powerful spells, starting with the most damaging and working down. Once a creature comes within 15 feet of the boneyard, it emerges, and initiative is rolled; if the party didn't spot it before it emerged, the boneyard gains surprise over the party. He should scale to demigods and the like. These steps are used for the purposes of description brevity, and need not be used as a mechanical descriptor in play. Area with debris in it is difficult terrain until cleared. Check out these Imgur albums for important images you can use in your games! This ruined structure is carved from large slabs of pure white rock and covered in a thick layer of frost and ice. If he is released from his prison, the entire world will be covered in a deadly glacier, removed from light and hope for all time. This towering chamber is lined with bookshelves, upon which rest the collected lore stolen during dozens of crusades against the mortal realm. This ice is considered Slippery Ice (DMG 110). The material in this chapter was not written to contradict what's presented in this campaign, but certain elements are different. This is a simple stove. As the central chamber, it also serves as the primary point of defense. The islet that surrounds the obelisk is encircled by a sea of tar. I'm working to ensure I am the first to die when it does.". Legends about the lost civilization are hard to come by, suppressed by religious groups hiding the fact that divine intercession failed and Asmodeus saved the day. A lot of text in this conversion is taken directly from the original Elder Evils books. When the sign becomes overwhelming, portals to other spheres cease to function altogether, causing each sphere to be isolated from one another. Strong: As moderate, but the DC to remove blemishes increases to 18. If you're running Age of Worms, you can make use of many of the plot elements provided in this chapter as well as the characters and locations to create even more adventure possibilities. What is most remarkable is how well the cultists succeeded at their goal, for the main cavern of the temple is nothing if not awesome. Surrounded by jagged hills, the mountain is studded with icy crags, treacherous ice bridges, and perilous cliffs. 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. On a failure, the creature is blinded and has its speed halved until the start of its next turn. Every 10 minutes the party explores the island, there is a 10% chance the characters attract a century worm (EdE 43B) set here to ensure that no interlopers awaken the Worm that Walks. To identify a sign for what it is, a character must succeed on an Intelligence (Arcana) or Intelligence (Religion) check, as appropriate. A creature that moves into the slime's space for the first time on a turn or ends its turn there must succeed on a DC 27 Constitution saving throw or take 14 (4d6) acid damage. He is accomplished at hit-and-run tactics, using his superior speed and the terrain to full advantage. Janwulf used every magic trap he was able to pay for to keep intruders from rifling through his things, and the spells are still in place. Illusory walls stretch across the north edge of the room. By the time the party arrives, it has already dealt 50 damage to the prison, meaning that it requires two more rounds before a mind shard of Pandorym has the potential to emerge. As the afterbirth of creation, it is committed to unmaking all things. Orcus might also send an undead servant, such as a famine spirit (EdE 6B), if he so desires. Soon she is visible to the naked eye, dominating the night sky while the sign's effect strengthens. This pipe stretches across a wide crevasse that separates the Vile Home (see Encounter 3) from the rest of the crater's heart. This encounter is changed to consist of two brood spawn frost giants (EdE 11B) and two brood spawn worgs (EdE 10B). Their smooth surface is difficult to scale, causing them to be difficult terrain for climbers. Unless you wish to expand this adventure site to include the upper levels, the party has to enter through the front doors leading to area A. A fiery glyph appears in the sky, casting dim light. 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