Page 238 - Mordenkainen's Tome of Foes Deluxe
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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

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