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