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# Introduction ___ This document adds an additional elder evil to 5th edition: Shothragot, the Herald of Tharizdun. ### Badooga's Notes *Elder Evils* was a 3rd edition supplement. It was the last supplement released before the release of 4th edition, so its designers decided to go out with a bang by making nine campaign-ending threats for DMs to use: Atropus, Father Llymic, the Hulks of Zoretha, the Leviathan, Pandorym, Ragnorra, Sertrous, Kyuss, and Zargon. My *Elder Evils* conversion, found on [GM Binder](https://www.gmbinder.com/share/-LOB2b05vCsVZ_5ESE8X) and on [Google Drive](https://drive.google.com/file/d/1Mj3tPITlm6XduSCc7oyaxEYu68sSQyfp/view?usp=sharing), converts all nine of these elder evils to 5th edition. A tenth elder evil, Shothragot, was fully released in *Dragon 362*, and was also given content in *Dragon 361*. A full adventure based on *Dungeon 152* is also included. I decided that I can't just allow Shothragot to be ignored, and that I should bring him and his minions to 5e. ### Original Notes The notion of the elder evil was first presented in the 3rd edition book *Lords of Madness* to reflect the incredibly powerful creatures worshiped by the aboleths as gods. But these are no gods; they are abominations — terrible forces of destruction and change whose mere appearance signals a signature change in the world. Whether by triggering an apocalyptic end, causing some cataclysm to reshape the continents, or even just altering the fundamental nature of magic, these beings wield great power. Such figures have long been with D&D, even if not named such, and can be found among the abominations in the Epic Level Handbook or further back with the tarrasque, powerful demon princes, inexplicable powers that defy description, and, rarely, among some gods, specifically Tharizdun. This special article that ties in to *Elder Evils* showcases one of the most iconic forces of evil in the D&D game, revealing the danger posed by Tharizdun on a larger cosmological scale by presenting his chief minion, the elder evil named Shothragot. As with the entries in the *Elder Evils* sourcebook, you should consider the information here to be a collection of ideas to help you end your campaign. ### Reading the Entries Each of the chapters in the original *Elder Evils* book describes an elder evil, its motivations and servants, and signs of its approach, as well as providing a sample story arc to help you introduce the threat into your campaign. A given entry uses the format below. Additionally, be sure to reference the original book for information on how to use Shothragot's Sign of Apocalypse. #### Background This section opens with a paragraph of common knowledge and continues with several paragraphs of specialized knowledge. Learning one of these pieces of information about an elder evil requires an Intelligence (Arcana) or Intelligence (Religion) check, as listed in the original book. While the DC of each check remains up to the DM, they should range from Moderate (DC 15) to Nearly Impossible (DC 30). Alternatively, the DM may decide that this information cannot be acquired except through certain methods of research or interaction with the campaign world. > ##### Art Credits > All art and images are taken from the *Essence of Evil* dungeon in *Dungeon 152*. The art for Shothragot and the Black Cyst are also taken from *Dragon 362*. \columnbreak #### Goal This section follows the same format as the Background entry, but the lore entries reveal ever more secret details of the elder evil's ultimate purpose. #### The Elder Evil in the Campaign This section sets out a sample story arc with increasingly difficult challenges, culminating in the final confrontation with the elder evil. The Suggested Level of these challenges correspond with strengthening signs of the apocalypse, as detailed later in this chapter. Each chapter includes a section that describes the game effects of that elder evil's sign. Two subsections suggest ways to adapt the elder evil to the *Forgotten Realms*® and *Eberron*™ campaign settings. ___ ***Variant Usage.*** This subsection presents an original variant on how an elder evil might fit in a unique campaign setting, or it may present alternate plot hooks or story details to be used as appropriate. You can adapt any of the example elder evils in this book so that they fit better into your setting's history. For example, planar campaigns or campaigns that use Spelljammers might wish to change the default locations given in the original book to better fit the setting they are a part of. #### Description Here follow physical details of the elder evil. Important servants and minions are also presented in this section. Statistics for these creatures are listed alongside their lore and description entries. > ##### Extra Images > Check out these Imgur albums for important images you can use in your games! > >- **[Maps](https://rebrand.ly/f5853)**: High quality maps for each area and encounter. >- **[Monster Images](https://rebrand.ly/rgc3vzyf)**: Art for most monsters in the bestiary. >- **[Tokens](https://rebrand.ly/eccl9gd)**: Tokens for most monsters in the bestiary.
\pagebreakNum # Shothragot ___ *"The Ender, the Elder Elemental Eye, the Dark God, the Patient One, He Who Waits, the Anathema, the Father of Elder Evils, the Author of Wickedness, He of Eternal Darkness, the Eater of Worlds, the Despised, the Undoer — these are but a few of the many names for our glorious master. One thousand years, the Dark God has waited, lurking beyond the bounds of reality, contained in a vault constructed by jealous hands, his rightful throne held by usurpers. In these last centuries, our efforts have found destruction, decay, and loss, as these lesser powers have sought to confuse us, mislead us, and turn us against one another, for you see, Tharizdun's release spells their end. They fear him. Yes, mighty Boccob, Heironeous, even that sad crone Beory all quail before his imminent arrival. The time is at hand, the end has come, and it is our sacred duty to usher in the last age of our world and bring the constructs of the false gods to rightful ruin. Only then will we understand the perfect nature of all that is possible with the Eternal Darkness."* Shothragot is an avatar of Tharizdun, the Chained God. While it is only an extension of the Dark God's will, Shothragot is a powerful elder evil even on its own. On its own, Shothragot's awakening endangers all mortal life on a given world. But this pales in comparison to the true threat: the release of its master Tharizdun, who seeks to bring about the end of the universe, and has the means to achieve it. ## Background It is telling that the origins of the Dark God are buried beneath layers of secrecy. All faiths oppose the cults who serve He of Eternal Darkness, and to whisper his name is tantamount to blasphemy. The fear Tharizdun evokes and the intensity of his opposition are all well-founded since even the gods themselves, good and evil alike, share this trepidation. The reason is simple: The Ebon God wants nothing more than to unravel the nature of reality, to undo all the works of gods and mortals, to shatter the planes, and dissolve all things to their fundamental natures. Tharizdun is an uncaring force of destruction, motivated by an inexplicable need to eradicate all things, himself included. Since Tharizdun works always to bring ruin, the gods set aside their differences and sealed the dreadful power away, holding him in stasis so his malign will and countless servants could no longer threaten the balance of the cosmos. And though the gods returned to squabbling soon after his imprisonment eons ago, they remain united in their distaste and fear of their ancient enemy and, to this day, they are all committed to ensuring he remains safely tucked away beyond the reach of misguided fools. That the Dark God remains sealed away in a prison plane in some forgotten corner of the multiverse, though, is no consolation. The divine seals may contain him, but Tharizdun can extend his malign will beyond them, caressing the minds of his servants and impelling them to do his bidding. Assuming the guise of the Elder Elemental Eye, he has accumulated numerous disturbing cults that swear their allegiance to the multifaceted nature of their insane master, fighting each other as much as they move toward their unholy mission of releasing a power whose fullness and wickedness they only dimly realize. Champions of the various gods and agencies remain vigilant against the legions of the Elder Elemental Eye, by sacking their temples, raiding their redoubts, and executing cultists wherever they find them, but few realize the true breadth of Tharizdun's power. A small body of scholars and sages believes that Tharizdun's greatest servants are the elder evils themselves. So while the courageous heroes fight Tharizdun's minions, the Dark God compels the elder evils to stir and awaken so that they may ravage the world and weaken its gods. Tharizdun hopes that when he finally weakens the wards holding him, he will emerge unopposed. \columnbreak While various elder evils may or may not respond to the summons of the Dark God, Tharizdun's chief creation, an abomination named Shothragot, awoke in the cyclopean depths of the earth, far below the mines of a temple devoted to the Elder Elemental Eye. Weak and nearly powerless after years of undisturbed slumber, it siphons power from the prayers of the unwitting servants above, biding its time until it gains the strength it needs to set in motion the final events that would see its master free. While having an awakened elder evil is terrifying to conceive by itself, Shothragot is a special case, for this dreadful horror's origins trace back to the Invoked Devastation and the Rain of Colorless Fire, when Tharizdun's servants summoned forth his avatar for the last time. Whether or not its appearance compelled the use of appalling magic that brought death and devastation to hundreds of thousands is a matter of debate, but what is known is that almost as fast as the avatar appeared, so too did he vanish after the wrought destruction. Most scholars suspect the avatar was destroyed in the conflagration, but in truth, it was weakened, dreadfully so, and the powerful energies unleashed left the avatar crippled. Thus it fled into the bowels of the earth, where it waited. Shothragot might have laid in wait forever, but its slumber was disturbed when a most unfortunate happenstance occurred. A band of adventurers, whose purpose was to destroy a cult of the Elder Elemental Eye infesting the mines around a fortress of wickedness, found their own deaths, nearly to the man. When a fleeing survivor became lost and stumbled into the elder evil crèche, Shothragot awoke, seized the mortal, and refashioned him using the last spark of divine essence to make him his principle servant. With his new agent in the field and with the prayers dedicated to the Elder Elemental Eye infusing him with power, the elder evil now swells with power and is nearly ready to reveal itself and bring about the release of its beloved master. ## Goals Shothragot's nature as both avatar and elder evil fills its mind with a deep and abiding desire to reunite with Tharizdun and restore the exiled god to the fullness of his being. The elder evil is not quite aware of its own divine origins thanks to many centuries spent trapped deep within the earth, but at some instinctual level, it recognizes this need and thus it devotes all of its being toward completing this objective. What it does know is that it has many enemies arrayed against it, and so it is careful not to reveal itself until such time that it is strong enough to smash those who stand against it. Its need for joining Tharizdun fills its thoughts, but it has no clear understanding of how it should go about achieving this end. The only thing it receives are fleeting images, disparate memories of sensations and emotions, and a deep and abiding hatred. From time to time, a face swims into its consciousness, and when it appears, it compels its minions to seek out and destroy these individuals, although even it knows not why. In truth, it is Tharizdun himself who dispatches these messages to remove obstacles that would prevent Shothragot from completing its mission. Of late, Shothragot has become aware of a number of black jewels, 333 to be exact, known as the Gems of Tharizdun. It's not certain, but it suspects these items are integral to dissolving the wards holding his master in stasis. Thus, while its agents go out and murder his enemies, they are ever watchful for the 333 Gems of Tharizdun, which they bring back to the growing elder evil. Shothragot consumes and destroys each one they return to him, bloating on the released energy while simultaneously sending currents of destructive energies through Tharizdun's oubliette. \pagebreakNum ## Shothragot in the Campaign Introducing Shothragot to your campaign signals a looming and devastating event that could have sweeping repercussions and may very well alter the fundamental nature of your campaign setting. Shothragot, as presented here, is close to unlocking the prison, having absorbed nearly all of the Gems of Tharizdun. ### Cult of Tharizdun the Chained God ___ - **Typical Cultists:** cult fanatic, cultist, any demon, any evil elemental, mind flayer - **Signature Spells:** *Eldritch blast* (cantrip), *command* (1st level), *darkness* (2nd level), *enemies abound* (3rd level) ___ Cults dedicated to Tharizdun take on many forms, including Cults of Elemental Evil and those of a more demonic nature. Many cultists of the Ebon God also take the form of individuals or small groups that serve his will directly. Despite this disorganization, each and every cultist of Tharizdun receives orders from Shothragot or some other extension of Tharizdun's will. Cultists that are corrupted by Tharizdun's influence sometimes gain the Tharizdun's Spark or Blessing of Tharizdun abilities below. ___ ***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 Madness 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. ___ ***Blessing of Tharizdun.*** When the cultist takes damage, it can use its reaction to force each hostile creature within 10 feet of it to make a DC 15 Intelligence saving throw. On a failed save, a creature takes half the damage the cultist took as psychic damage. ### Sign: Seal of Binding This sign manifests as a glyph that spreads across the sky and increasingly interferes with planar communication and transportation. **Faint:** When a creature casts a conjuration spell or uses an ability that summons a creature or multiple creatures, it must make an ability check using its spellcasting ability (DC 12). On a failure, the creature suffers one level of exhaustion. In addition, spells that forcibly return creatures to their native plane, such as *banishment*, automatically fail. **Moderate:** As faint, but in addition, summoned creatures no longer return to their native planes. When a summoning spell or effect's duration expires, the summoned creature is no longer under the summoner's control. Additionally, any spell or effect that involves teleportation has a 20% chance of a mishap. On a mishap, the teleportation fails, and each teleporting creature or object takes 16 (3d10) force damage. **Strong:** As moderate, but the chance of a mishap when teleporting increases to 40%. In addition, spells and other effects that contact extraplanar beings (such as the *contact other plane* spell and the Divine Intervention cleric feature) cease to function. **Overwhelming:** All summoning and teleportation spells and effects cease to function. ### Timeline What follows is a possible campaign timeline with Suggested Party Levels (SPL) to help you construct adventures around the key events that might occur as Shothragot awakens. **SPL 3:** While exploring a dungeon, the player characters come upon a vault bearing the bas-relief carvings of numerous holy and unholy symbols, representing nearly every known god and quite a few unknown ones as well. Beyond the door, the player characters find a freezing cold room with walls, floor, and ceiling blackened and cracked. Hovering in the center of the room is a black gem the size of a fist. The stone is surrounded by a wall of force, preventing the party from acquiring it through normal means. If the characters free the stone, they find themselves constantly harassed by agents of Tharizdun until they rid themselves of the cursed object. **SPL 6:** A few months later, a powerful earthquake ripples through the lands, causing terrible destruction for hundreds of miles around. While traveling through the ruins, the player characters come upon a community buried in a landslide. While little remains other than rubble and debris, one structure stands intact: a slender tower at the center of the community. It appears as if the tumbling boulders veered around the tower. Investigating the place reveals a number of traps, magical guardians, and more, but worse, the party isn't the only ones exploring the site. Also present are several insane cultists who plunder the place in search of something. At the top of the tower, the cultists find what they're looking for — a black gem, identical to the one the party found earlier in the dungeon. A thrilling fight takes place, but before the party can slay all the villains, one slips away with the gem in hand. **SPL 9 (Faint Sign):** After weeks of quiet, when life just starts to return to normal, a queer fiery glyph appears in the sky. Attempts to reach it through magic utterly fail; it always seems to move just out of reach. No one seems to know what it signifies, but certain types of spells are becoming harder to cast. Tharizdun, peering into the future, senses the characters are a dire threat, and so it dispatches a dream to Shothragot, who in turn sends its greatest minion, Giorge Forsworn, to attend to them. The mortal hunter plays a cat-and-mouse game, murdering those closest to the characters first and then picking off the heroes one at a time. **SPL 12 (Moderate Sign):** As the sign in the sky intensifies, the greatest minds in the lands set to unravel the mystery of its appearance. A wide range of theories abound, but Jallarzi Sallavarian, a powerful archmage and member of the Circle of Eight (or some other arcane group), is close and she believes the glyph signifies a dire threat to the world, suspecting it may have something to do with Tharizdun. Well-acquainted with the history of the Dark God, she sets out for the Sea of Dust to find the Forgotten City in the hopes of unraveling the mystery of the glyph. When she doesn't return, the remaining members of the Circle of Eight, who work to undo the expanding sign, hire the adventurers to track the missing wizard. Enduring a long and perilous journey and exploring the haunted ruins of the ancient city, the adventurers learn the history of the avatar, but not before being confronted by the warped Jallarzi, who, through dabbling with dangerous magic, has become a twisted creature of the Dark God. **SPL 15 (Strong Sign):** Armed with the information uncovered in the Forgotten City and burdened with the horrible fate of an esteemed member of the Circle, the adventurers return to the Circle of Eight, only to find that the sign has grown even stronger. Cross-referencing their information with that of the powerful wizards, Mordenkainen suggests the heroes explore former strongholds of Tharizdun's cultists to see if they can learn of some way to stop the impending apocalypse. The party journies to the Temple of Elemental Evil, the Crater Ridge Mines, and other locations, each site revealing a bit more about the enemy they face. **SPL 18 (Overwhelming Sign):** Just as the heroes are exploring the final known site, the caldera formed by the Crater Ridge explodes, and amidst the debris and destruction rises a massive globe of dripping black corruption. As it rises, the sign in the heavens expands until it stretches from one horizon to the next. Horrific insane creatures come and go from the bulk, emerging from orifices that pierce its glistening hide. \pagebreakNum The sign's power prevents the Circle of Eight from arriving here quickly, so it falls to the party to journey inside this floating abomination and destroy the essence that lurks within. Should they fail, Shothragot will surely unlock the wards that seal Tharizdun and draw forth the gods in a climactic battle that will leave the world forever after changed. ### Shothragot in Eberron Tharizdun is a powerful daelkyr warlord, a being so profoundly evil and so immense in terms of magical power, he is very nearly a god. Despised by his fellow Daelkyr, they sealed him away in a vast prison within the Realm of Madness and set countless traps, guards, and vicious wards to ensure he never broke loose. Unfortunately, Tharizdun's minions, of which there are many beneath Eberron, seek to release their dark lord and busily create a weapon that will not only breach the Gatekeeper wards that keep them underground but also bridge the gulf between planes and release their dreadful master. This weapon is Shothragot. ### Shothragot in Faerûn Instead of being an avatar of Tharizdun, Shothragot is the creation of Ghaunadaur, an entity spawned to shatter the worshipers of all other gods and enable the Elder Eye to become master of all things. Shothragot is the principal instrument in his plans and the elder evil slaughters the worshipers of other gods to weaken them. Once the gods are brought low, Ghaunadaur plans to move against them, stealing their power for himself until he can challenge the architect of the universe — Ao himself. Alternatively, perhaps Shothragot fled from Greyhawk to the Forgotten Realms via planar travel, only to be imprisoned in Undermountain by Halaster Blackcloak. Despite the Mad Mage's power, Shothragot cannot be held back forever, and soon Tharizdun will have his chance to destroy Faerûn alongside the rest of the multiverse. ### Variant Usage As Shothragot is but an avatar of Tharizdun himself, you can use this chapter to represent the release of Tharizdun through other means, even if Shothragot is not involved. As Tharizdun is the face behind the Elder Elemental Eye, you can use Shothragot alongside the *Princes of the Apocalypse* adventure for 5e. You can connect the various Cults of Elemental Evil to Shothragot and Tharizdun more directly; for example, you can have the elemental apocalypse sought out by the . At minimum, it may be useful to reference this module so that you can use the various cults and temples of Elemental Evil throughout the campaign (as discussed in the timeline above). As Shothragot and Tharizdun threaten the multiverse itself, they present the same threat to campaigns that take place wildspace or the planes. In a Spelljammer campaign, perhaps Shothragot's size can be scaled upwards, such that its release is enough to shatter an entire planet into pieces. In a planar campaign, perhaps the party must journey to the Elemental Planes and even the Abyss itself in order to root out Tharizdun's various cults. Beyond that, consider the following additions and changes: - Shothragot's sign of apocalypse is the Seal of Binding because the Seal of Binding is what prevents Tharizdun from escaping in the first place. That said, you are free to change it to the Blood Moon sign, which can be associated with the madness and aggressive behavior that Tharizdun seeks to inspire in others. - As discussed in the *Demonomicon* from 4th edition, Tharizdun is said to have created the Abyss using the Shard of Evil given to him by the Obyriths. While most tanar'ri aren't associated with Tharizdun in any way, this connection gives you the opportunity to have some of Tharizdun's agents be demons or demon cultists. - Evil and good gods alike seek to prevent the release of Tharizdun from his prison. Thus, clerics of all faiths may be given commands from their deities to snuff out the forces of Tharizdun, making them likely allies of the party. That said, feel free to use the conflict between good and evil, and between law and chaos, as a point of religious contention during your campaign. ## Description This section gives descriptions and statistics for the essence of Shothragot, black cysts, Giorge Forsworn and his companion Mask, and the corrupted archmage Jallarzi Sallavarian. ### Essence of Shothragot Shothragot is not something that can be fought directly, for in its fully awakened form, it is a massive ball of glistening black tar pierced with scores of holes that burrow into its body. Instead, to combat this horror, one must destroy its consciousness, which hides within it bloated, tumescent form. The essence of Shothragot is a 66-foot tall mountain of slippery black tar, reflecting in miniature the large form containing it. Bubbling up to the surface of its slick epidermis are twisted faces, crying out in agony or cackling with mad glee. The essence of Shothragot holds centuries of memories, the untold suffering it endured as it fled the dreadful magic of the Baklunish and Suloise, and the agony and madness it embraced as its body reformed into its horribly bloated state. As intelligent and cunning as it is, hate consumes it, and any who dare confront it find only its unquenchable wrath. #### Regional Effects The region within 5 miles of Shothragot is warped by its unholy presence, creating one or more of the following effects: - Giant blobs of black corruption that are cast off from Shothragot's body dot the landscape. This corruption is only difficult terrain, and it doesn't do any immediate damage. However, any creature that suffers prolonged exposure to this corruption transforms into a horrific demon, an elemental gone berserk, or a crazed aberration. - If a humanoid spends at least 1 hour within 5 miles of Shothragot, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Tharizdun table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Shothragot dies, these effects fade over the course of 1d10 days. #### Madness of Tharizdun If a creature goes mad in a region tainted by Tharizdun or within line of sight of Shothoragot, roll on the Madness of Tharizdun table to determine the nature of the madness, which is a character flaw that lasts until cured. See the *Dungeon Master's Guide* for more on madness. ##### Madness of Tharizdun | d100 | Flaw (lasts until cured) | |:-----:|:-------------------------------------------------------------------------------------------| | 01-20 | "The universe is doomed. Anything I do to save it is only delaying the inevitable." | | 21-40 | "The only thing worthy of respect is a display of power and domination over others." | | 41-60 | "If I don't hide my true intentions, someone will root me out and kill me." | | 61-80 | "If an opportunity arises for me to seize power, I won't hesitate to take it." | | 81-00 | "Existence is a farce. The universe and its creators are all terrible." | \pagebreakNum ___ ___ >## Essence of Shothragot >*Gargantuan aberration (titan), chaotic evil* >___ >- **Armor Class** 22 (natural armor) >- **Hit Points** 444 (24d20 + 192) >- **Speed** 30 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|14 (+2)|27 (+8)|20 (+5)|24 (+7)|26 (+8)| >___ >- **Saving Throws** Con +16, Int +13, Wis +15, Cha +16 >- **Skills** Arcana +13, Insight +15, Intimidation +16, Perception +15 >- **Damage Resistances** cold, fire, lightning >- **Damage Immunities** acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks >- **Condition Immunities** charmed, deafened, exhaustion, frightened, petrified, poisoned, unconscious >- **Senses** truesight 120 ft., blindsight 500 ft., passive Perception 25 >- **Languages** understands all languages but can't speak, telepathy 1,000 ft. >- **Challenge** 28 (120,000 XP) >___ >***Anathematic Secrecy.*** The essence can't be targeted by any divination magic or perceived through magical scrying sensors. > >***Aura of Mind Erosion.*** Any hostile creature that starts its turn within 60 feet of the essence must make a DC 24 Intelligence saving throw. On a failed save, a creature suffers disadvantage on all Wisdom and Charisma saving throws until the start of the essence's next turn. > >***Freedom of Movement.*** The essence ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > >***Innate Spellcasting.*** The essence's innate spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no components: > >At will: *detect magic*, *dispel evil and good*, *stinking cloud* >3/day each: *cloudkill*, *dispel magic*, *telekinesis* >2/day each: *contagion*, *fire storm*, *reverse gravity* >1/day each: *divine word*, *earthquake*, *feeblemind* > >***Legendary Resistance (3/Day).*** If the essence fails a saving throw, it can choose to succeed instead. > >***Magic Resistance.*** The essence has advantage on saving throws against spells and other magical effects. > >***Magic Weapons.*** The essence's weapon attacks are magical. > >***Unyielding Essence.*** The essence is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior. > >### Actions >***Multiattack.*** The essence makes three attacks: two with its tentacles and one with its bite. It then uses Corporeal Instability, or Discord and Woe if it is available. > >***Tentacle.*** *Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* 28 (4d8 + 10) bludgeoning damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the target takes 10 (3d6) necrotic damage at the start of each of its turns. > >***Bite.*** *Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 36 (4d10 + 14) piercing damage plus 7 (2d6) acid, cold, fire, lightning, or thunder damage (essence's choice). > >***Corporeal Instability.*** The essence targets one creature it can see within 60 feet of it. The target must succeed on a DC 24 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute. >A corrupted creature's flesh constantly melts, flows, writhes, and boils. The creature has disadvantage on attack rolls, its speed is reduced by half, and whenever it takes damage, its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The creature dies if its hit point maximum is reduced to 0. >The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Discord and Woe (Recharge 5–6).*** One creature within 100 miles of the essence that the essence is aware of must make a DC 24 Wisdom saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target must target its allies with attacks and other damaging effects for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the essence's Discord and Woe for the next 24 hours. > >### Legendary Actions >The essence can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The essence regains spent legendary actions at the start of its turn. > >- **Elemental Burst.** The essence targets itself or one creature that is currently grappled by it, corrupted by it, affected by its Discord and Woe, or affected by one of its ongoing spells. Elemental energy bursts out from the target, dealing acid, cold, fire, lightning, or thunder damage (essence's choice) to those caught in the blast. Each creature in a 10-foot-radius sphere centered on the target must make a DC 24 Constitution saving throw, taking 14 (4d6) of the chosen type on a failed save, or half as much damage on a successful one. The essence is immune to this damage. >- **Fling.** One Large or smaller object held or creature grappled by the essence is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. >- **Cast a Spell (Costs 2 Actions).** The essence casts an innate spell. \pagebreakNum ### Black Cyst *"A great black ball of impenetrable darkness hangs in the air. From the blackness spills a knot of writhing tentacles."* A black cyst is a monstrous creation of Tharizdun, an idiotic servant that exists only to spread the ill-will of the Dark God and destroy all living things. #### Strategies and Tactics A black cyst is aggressive in combat, flying into the thickest group of combatants and exposing them to its aura. Once positioned, it uses its Entropic Scream to damage as many creatures as it can. Over the course of the next few rounds, it uses its Multiattack to grapple as many creatures as it can, uncaring or unable to distinguish between the types of foes. The black cyst reserves its magical abilities for when it has taken a significant amount of damage, usually once it is at half of its hit points or fewer. It responds by summoning an elemental followed on the next round with one of its spells, targeted against the creature that dealt it the most damage if possible. #### Sample Encounter A black cyst is a particularly obscure outsider, virtually unknown outside of a few dusty journals penned by occultists and lunatics. Black cysts, when encountered, are always found in conjunction with powerful priests of Tharizdun or one of the mad god's other aspects, namely the Elder Elemental Eye. A cult lucky (or unlucky) enough to have the service of such a monstrosity may very well bind it into an object such as an altar or magic item, while others may mask its appearance with a liberal use of illusion spells. Some even contain them with walls of force to keep them in reserve should their temple fall under attack. **The Fane of the Dark God (SPL 14):** This blasphemous temple is constructed of fitted blocks of obsidian that drink in light brought inside the unholy sanctum. Violet tapestries hang from rails running along the walls near the ceiling, while a great black altar riddled with lavender veins dominates the center of the room. Haunting the room is a black cyst that floats above an illusory ceiling that conceils its presence, watching and waiting for enemies. #### Ecology The black cyst is an entirely unnatural creature — an abomination conjured up from the madness that defines Tharizdun's mind. Believed to ooze from the Dark God's demiplane prison, black cysts slip free and congregate around the shackled color pool marking the entrance to this place, awaiting the time when their hideous master is freed. Occasionally, black cysts escape to visit horrors on the Material, usually, but not always, on behalf of Tharizdun's mortal servants. Having no need for sustenance doesn't stop these dim creatures from hunting. Black cysts seem to take special delight from dissolving the flesh of their victims, and when they kill a mortal, they set to work liquefying the victim with their unspeakable essences in a process that can take hours. As the tentacles caress the flesh, the fundamental nature seems to unravel, leaving behind a sticky mess of blood, liquid flesh, and softened bones. Queerly, this act does not actually affect living creatures or creatures animated by negative energy; it only works on the inanimate dead. **Environment:** Black cysts are native to the nameless demiplane holding Tharizdun. The divine power that contains the Dark God seems not to affect the black cysts, who can come and go freely if they choose. **Typical Physical Characteristics:** A black cyst looks like a massive black ball of darkness. Nothing mars its surface and when light falls upon it, it leaves no reflection. From its depths, it forms long ropy tentacles that flail about when angered. Outside of combat, the tentacles soften and retract, oozing back into the perfect orb of its body. \columnbreak ___ >## Black Cyst >*Large aberration (titan), chaotic evil* >___ >- **Armor Class** 16 (natural armor) >- **Hit Points** 210 (20d10 + 100) >- **Speed** 10 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|10 (+0)|20 (+5)|3 (-4)|17 (+3)|21 (+5)| >___ >- **Saving Throws** Con +10 >- **Damage Resistances** acid, cold, fire, lightning >- **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks >- **Condition Immunities** charmed, deafened, exhaustion, frightened, petrified, poisoned, unconscious >- **Senses** blindsight 120 ft., passive Perception 13 >- **Languages** understands Tharizdun's will but can't speak >- **Challenge** 15 (13,000 XP) >___ >***Aura of Mind Erosion.*** Any hostile creature that starts its turn within 30 feet of the cyst must make a DC 18 Intelligence saving throw. On a failed save, a creature suffers disadvantage on all Wisdom and Charisma saving throws until the start of the cyst's next turn. > >***Freedom of Movement.*** The cyst ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > >***Innate Spellcasting.*** The cyst's innate spellcasting ability is Charisma (spell save DC 18). The cyst can innately cast the following spells, requiring no components: > >At will: *detect magic*, *protection from evil and good* >2/day each: *confusion*, *telekinesis* >1/day each: *enemies abound*, *fear* > > >***Psychic Mirror.*** If the cyst takes psychic damage, each creature within 10 feet of the cyst takes that damage instead; the cyst takes none of the damage. In addition, the cyst's location can't be discerned by magic. > >***Unyielding Essence.*** The cyst is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior. > >### Actions >***Multiattack.*** The cyst makes three attacks with its tentacles. It can also use Entropic Touch if it is available. > >***Tentacle.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the target takes 7 (2d6) necrotic damage at the start of each of its turns. > >***Entropic Scream (Recharge 5-6).*** The black cyst targets any number of creatures that it can see within 30 feet of it. Each target must make a DC 18 Wisdom saving throw, taking 21 (3d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, a target is also incapacitated until the end of its next turn. > >***Spawn Elemental (Recharge 6).*** The cyst magically summons an air, earth, fire, or water elemental, which emerges from the cyst's body and lands in the nearest unoccupied space. The elemental is chaotic evil and protects the cyst to the best of its ability. The cyst can only have one elemental summoned by this ability at a time. \pagebreakNum #### Society Black cysts are the nightmares of Tharizdun given form, and, as such, they are capricious beings, capable of unprovoked and appalling acts of violence. They seem to delight in spreading suffering and insanity wherever they go, and some even torment other creatures that bend their knee to the Dark God. Their dim intellect prevents them from forming any sort of lasting community, and their lack of need for sustenance gives them little impetus to set aside their wanton wickedness to work together overlong. This said, black cysts are famous for combining their efforts against greater enemies. It's unlikely they do so out of their own tactical sense. Likely, it is because of some missive from their master. **Alignment:** As creatures of Tharizdun's creation, black cysts are always chaotic evil. They recognize no pacts, no alliances, and are as quick to destroy their allies, as they are their enemies. #### Typical Treasure Black cysts have no use for treasure and therefore never keep it. What valuables may be found with a black cyst are undoubtedly the treasures of the cult that summoned it. #### Black Cysts in Eberron Black cysts are semi-intelligent formations that cling like cancerous tumors on the edges of Xoriat. From time to time, a few become dislodged during the plane's normal passage only to find themselves caught between realities. Black cysts search for a way to bind themselves to a new reality and so watch for any planar anomalies such as those created by gate spells, and then they slip through to the surprise of the caster. #### Black Cysts in Faerûn Black cysts came to Faerûn with the shades. Native to the Shadowfell, these creatures of incomprehensible wickedness and depthless evil seek only to spread madness and despair, to reduce all living things to decay, and slowly pull the Material Plane into the Shadowfell. Luckily, the shades brought few of these abominations with them and those that have slipped from their control have been destroyed by doughty heroes, but rumors persist of more and more of these hateful creatures appearing in places beyond Anauroch. ##### Black Cyst Lore | DC | Result | |----|--------| | 16 | This creature is a black cyst, a vile horror born from Tharizdun's tortured flesh. | | 20 | Black cysts are particularly resilient creatures. This result reveals its damage resistances and immunities. | | 24 | A black cyst is the embodiment of madness and many of its attacks affect its foes' minds. Between its Aura of Mind Erosion and its various mind-affecting spells, to fight one of these things, an adventurer would do well to shield their mind somehow. | | 28 | Black cysts share their master's elemental eye aspect such that they can call forth a random elemental to do their bidding, which is usually to ravage its attackers. |
___ ___ >## Giorge Forsworn >*Medium humanoid (tiefling), chaotic evil* >___ >- **Armor Class** 20 (*plate*, *shield*) >- **Hit Points** 144 (17d8 + 68) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|18 (+4)|12 (+1)|18 (+4)|19 (+4)| >___ >- **Saving Throws** Str +8, Dex +5, Con +8, Int +5, Wis +8, Cha +8 >- **Skills** Investigation +5, Perception +8, Sleight of Hand +5, Stealth +9, Survival +8 >- **Damage Resistances** fire, psychic >- **Condition Immunities** charmed, exhaustion, frightened >- **Senses** darkvision 60 ft., passive Perception 18 >- **Languages** Common, Draconic, Infernal >- **Challenge** 12 (8,400 XP) >___ >***Brute.*** A melee weapon deals one extra die of its damage when Giorge hits with it (included in the attack). > >***Dark Blessing.*** Giorge adds his Charisma modifier to his saving throws (accounted for in his statistics). > >***Improved Critical.*** Giorge scores a critical hit on a roll of 19 or 20. > >***Inquisition Defier.*** Giorge is immune to effects that allows other creatures to read his thoughts, determine whether he is lying, or know his alignment. Additionally, Giorge can't be targeted by any divination magic or perceived through magical scrying sensors. > >***Mortal Hunter.*** Giorge has advantage on attack rolls against any creature he has surprised. Additionally, Giorge is invisible to darkvision, and he doesn't suffer disadvantage on Dexterity (Stealth) checks due to his heavy armor. > >***Slaughter (1/Turn).*** If Giorge makes a weapon attack with advantage on the attack roll and hits a creature with it, the target takes an additional 7 (2d6) psychic damage. If the target is incapacitated or surprised, the attack also becomes a critical hit, and the target must succeed on a DC 16 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness 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. > >***Spellcasting.*** Giorge is a 13th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16). Giorge has the following spells prepared from the blackguard and ranger spell lists: >1st level (4 slots): *absorb elements*, *detect magic*, *hunter's mark* >2nd level (3 slots): *silence*, *spike growth*, *zone of truth* >3rd level (3 slots): *bestow curse*, *dispel magic*, *fear* >4th level (1 slot): *banishment*, *freedom of movement* > >### Actions >***Multiattack.*** Giorge makes three melee attacks. > >***Longsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) damage, or 15 (2d10 + 4) damage if used with both hands, plus 7 (2d6) psychic damage. > >***Vile Touch (Recharge 5–6).*** *Melee Spell Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* The target suffers disadvantage on all saving throws until the end of Giorge's next turn. > >### Reactions >***Insane Defiance.*** In response to being targeted by an effect that would magically influence his mind, Giorge can retarget the effect to another creature of his choice, other than the caster or source of the ability, within the effect's range. \pagebreakNum ### Giorge Forsworn Formerly a bold adventurer and member of the Green Horn Adventuring Troupe, Giorge Forsworn fell from grace and is now a corrupted and insane villain, bent on spreading death and destruction in the blasphemous name of his despicable master. Forged anew by the filthy touch of the elder evil named Shothragot, violent images contaminate his mind and drive him to commit unspeakable acts of grisly murder. A disturbing villain, he prowls the lands in search of those he deems as marked for death and puts them to the sword.
The Green Horn Adventuring Troupe challenged the Crater Ridge Mines and were found wanting. After their priest fell, the kuo-toans swarmed them, ruthless in their tactics and filled with religious fervor and unreasoning hatred. One by one, the heroes fell, the flesh of their bodies flung up in the orgy of violence, trailing ropes of dark blood to the sounds of their screams. It was too much for the ranger named Giorge, and he set aside his courage and fled into the black tunnels. Cursing with every step, begging his feet to turn around so he might save his friends, his body denied him for the fear had a grip on his heart and there was no turning back. So he ran. He ran for what might have been minutes but felt like days and in his panic, he lost track of where he was, losing himself in the bleak corridors and the rusting rails of the accursed mines. When his breath came in hitches and the pain in his side forced him to stop, he collapsed, tears pouring from his eyes, little sobs escaping from his dry and cracked lips. He knew he would die. The sounds of his pursuers were close. Too close. He drew his short sword, thumbing the edge of the blade as he fought for control over himself. He was about to stand — to make his final desperate attempt to kill his foes — when something wet and black and awful curled around his ankle. It jerked him into the cloying darkness of the mine's endless shadows before he even had a chance to scream.
#### Background When the Green Hand Adventuring Troupe learned that the cult of the Elder Elemental Eye was once more active in the area, they stormed the Crater Ridge Mines, searching for a way to breach the crater's interior and besiege the temple itself. In spite of early successes, they move too swiftly and eventually found themselves overrun and slaughtered by kuo-toan cultists. One among them survived, though: a ranger named Giorge. Fleeing through the tunnels, he eventually became lost and stumbled into a chamber containing a great abomination, a fragment of Tharizdun's personality severed at the time of his imprisonment. Giorge's sudden arrival and the approach of more fishfolk hunters caused the great horror to awaken and snatch Giorge, plunging the mortal into the thickened waters contaminated by its rot. Beneath the churning surface, the entity known as Shothragot infested Giorge's mind, rent his spirit, and seized his body, transforming it into something else entirely. The elder evil awakened a trace of fiendish blood that lay dormant in the broken ranger, causing him to become a tiefling. The severe agony of transformation shattered Giorge's mind, and when he was spit out upon the shores, he gibbered like an idiot, shrieking and laughing by turns for days on end. But the thing in the pool was not through with its first disciple. Shothragot swelled out from the pool's depths and instructed Giorge to go forth to spread the news of its coming, and also to find and destroy its enemies. The new champion had no choice but to agree since Shothragot possessed his soul. And so he went out into the world, scouring the lands through which he traveled for those he perceived as threats and for those marked by his god as being chosen to die. When he finds them, he does as he has been commanded. He kills. \columnbreak #### Goals The experience in the Crater Ridge Mines left Giorge Forsworn changed in body and mind. The physical changes, while profound, compared little to the evil filling the vessel of his soul. The entity in the shadowy cave filled his mind with disturbing visions of apocalypse and planted instructions that grew and thrived in the haunted corridors of his thoughts. Now when he draws close to an individual Shothragot deems a threat — no matter how minor — Giorge sees a fiery glyph burning on her brow. This sigil marks those Giorge must kill even though each murder pained him, reducing him to tears for he knew in his heart that what he did was wrong. But Giorge serves because nothing else is permitted to him — nothing beyond furthering his master's ambitions, and no doubt — no hesitation — will ever stop him from fulfilling his profane duty. #### Using Giorge Forsworn Giorge Forsworn is insane. He is a villain in his own right, but he is also a servant of an elder evil. Shothragot has a penchant for remaking mortals into useful servants, bending their bodies and minds to become fitting tools for use in its own agenda of freeing Tharizdun. Giorge, then, is an extension of the elder evil's will. He travels endlessly, moving through the lands, always watching and searching for those marked for death. He is a reluctant servant, haunted by the memories of his life before the touch of evil, and he despairs about his fate. Even the company of a beautiful nymph is not enough to drag him from his melancholic thoughts, though she uses every trick she can to distract him from his suffering. Regardless of his detestation for his work, he cannot stop himself. He must do as his master commands and he has no concept of sparing his victims. Therefore, in spite of his reluctance, Giorge is a foul adversary that strikes seemingly at random. In one village, he might slaughter an entire family of peasants, and in the next, he may burn down a temple of St. Cuthbert. Even he has no idea why his targets are selected. He only knows that they are. #### Forsworn in Faerûn Giorge Forsworn discovered Shothragot imprisoned deep within the Undermountain. Much of his murders are confined to the city of Waterdeep above the elder evil, but Giorge has blood from all across the Sword Coast on his hands. #### Forsworn in Eberron The Green Horn Adventuring Party was destroyed in the Khyber beneath Sharn, and Giorge stumbled into an ancient temple that contained the essence of a powerful daelkyr. Releasing the abomination in a botched attempt to hide from his pursuers, Giorge saw the entity tear free and then was remade by it into a brutal killing machine. As the entity builds its power in the dark tunnels, it sends Giorge to Sharn to retrieve victims for sacrifice or for remaking — as the entity capriciously decides. #### Description Giorge stands just under 6 feet tall. He has a muscular frame and chiseled features, and from afar, he might even pass for human. Anything more than a glance reveals the truth of his blood, for his skin is deep blue mottled with purple spots and strange whorls of scarred flesh. In the palm of each hand snarls a wet and dripping mouth, while a nest of writhing tentacles ending in pink tongues lashes out from his navel. He conceals his monstrous appearance beneath a suit of purple full plate emblazoned with the same symbols decorating his body. His helmet is a terrifying thing, wrought to resemble the fusion of countless faces twisted with agony, the flesh of one spilling into another. So lifelike are the visages, they seem to move, crying out for mercy, even as Giorge sets to complete his grisly task. ___ "*I'm so sorry... sorry... it hurts, doesn't it. I'm trying to make this quick. S... s... so sorry!*" — Giorge Forsworn \pagebreakNum ___ ___ >## Mask >*Medium fey, chaotic evil* >___ >- **Armor Class** 19 (Beauty's Refuge) >- **Hit Points** 120 (16d8 + 48) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|19 (+4)|16 (+3)|16 (+3)|17 (+3)|20 (+5)| >___ >- **Saving Throws** Int +7, Wis +7, Cha +9 >- **Skills** Deception +9, Nature +7, Perception +7, Persuasion +9, Stealth +8 >- **Condition Immunities** charmed, frightened >- **Senses** darkvision 60 ft., passive Perception 17 >- **Languages** Abyssal, Aquan, Auran, Common, Draconic, Infernal, Sylvan >- **Challenge** 9 (5,000 XP) >___ >***Beauty's Refuge.*** Mask's AC includes her Charisma bonus. > >***Innate Spellcasting.*** Mask's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: >At will: *detect magic*, *druidcraft*, *find familiar*, *spare the dying* >3/day each: *cure wounds*, *entangle*, *lesser restoration*, *suggestion* >2/day each: *blight*, *cloudkill*, *locate creature*, *protection from energy* >1/day each: *greater restoration*, *pass without trace*, *scrying* > > >***Inquisition Defier.*** Mask is immune to effects that allows other creatures to read her thoughts, determine whether she is lying, or know her alignment. Additionally, Mask can't be targeted by any divination magic or perceived through magical scrying sensors. > >***Magic Resistance.*** Mask has advantage on saving throws against spells and other magical effects. > >***Nimble Escape.*** Mask can take the Disengage or Hide action as a bonus action on each of her turns. > >***Overwhelming Beauty.*** When a creature that can see Mask starts its turn, Mask can force it to make a DC 16 Wisdom saving throw if Mask isn't incapacitated and can see the creature. On a failed save, a creature becomes charmed by Mask for 1 minute or until it can no longer see Mask. An aberration, fiend, or undead is instead blinded for 1 minute. >Unless it is surprised or already charmed by Mask, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Mask until the start of its next turn, when it can avert its eyes again. If the creature looks at Mask in the meantime, it must immediately make the save. > >***Speak with Beasts and Plants.*** Mask can communicate with beasts and plants as if they shared a language. > >### Actions >***Multiattack.*** Mask makes three attacks, using her claws, Twisting Vines, or both. She can replace one of these attacks with Shroud Self or Stunning Glance, if available. > >***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage plus 3 (1d6) psychic damage. > >***Twisting Vines.*** *Ranged Spell Attack:* +8 to hit, range 80/320 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. > >***Shroud Self.*** Mask magically turns invisible until the start of her next turn. This invisibility ends if Mask makes an attack roll, makes a damage roll, or casts a spell. > >***Stunning Glance (Recharge 5–6).*** Mask targets one creature she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. ### Mask *"She is my rock, my foundation, and I cling to her as I travel the bleak roads of my destiny."* — Giorge Forsworn ___ Mask is a corrupted nymph, a fey warped by the filthy embrace of Shothragot and given to Giorge Forsworn as a helper, lover, and slave. She aids Giorge by locating his victims, but more importantly, she goads him to more and more acts of appalling violence. Her intoxicating beauty and her hold over his heart threaten to kill the last vestiges of his humanity. #### Background Upon remaking Giorge Forsworn, Shothragot spread its malign influence through the land, sliding down the rocky slopes of the Crater Ridge and infesting the forests, corrupting the waters, and warping the sylvan denizens in the surrounding environs. One of the first creatures bent to its will was a young nymph. When it found her, Shothragot filled her with unspeakable essence of its filth until she too became a creature of wickedness, joining the others who were in the thing's thrall. The elder evil then gave the nymph to Giorge Forsworn as a tool and gift to reward his mortal hunter for his constant service. Secretly, though, Shothragot suspected a part of his champion clung to his mortality and so it used Mask to ensure Giorge would not abandon Shothragot's purpose. \columnbreak #### Goals Outrage fills Mask. Her contamination leaves her a wretched thing and she expresses her wickedness with incomparable cruelty. Her principal objective is to ensure Giorge remains true to Shothragot and continues his work to murder anyone who would rise against Shothragot as the evil struggles to reunite with his divine form. However, while attending to Giorge, she takes every opportunity to kill and maim, adding to the horror Giorge creates as he goes about his bloody business. Though she cannot conceive of turning her hatred against the Forsworn or some other minion of the elder evil, the rage still holds her heart. Thus, she unleashes her anger on innocents, delighting as her woody claws rend their flesh, savoring the delicate morsels as she dissects them alive, while they writhe in the exquisite ecstasy of her uncanny beauty. #### Using Mask Mask is a horrific minion — a monstrous villain every bit as twisted and evil as Giorge Forsworn. She is obedient to the tiefling, but bends his instructions to give her the greatest freedom to harm and torment those she encounters. She accompanies Giorge on his missions, supporting him with her Overwhelming Beauty and Stunning Glance, as well as with spells and the supernatural abilities she acquired from her filthy pact with Shothragot. Although Mask has a wide range of combat capabilities, her true strengths rest on her ability as a spy. Many of her capabilities are suited for information gathering, and thus she spends much of her time watching for her lover. \pagebreakNum ___ ___ >## Jallarzi Sallavarian >*Medium aberration, chaotic evil* >___ >- **Armor Class** 16 (natural armor) >- **Hit Points** 130 (20d8 + 40) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|14 (+2)|22 (+6)|16 (+3)|18 (+4)| >___ >- **Saving Throws** Dex +7, Int +11, Wis +8, Cha +9 >- **Skills** Arcana +16, History +16, Intimidation +9, Investigation +11, Religion +11 >- **Damage Resistances** damage from spells; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** cold, psychic >- **Condition Immunities** charmed, frightened >- **Senses** darkvision 60 ft., passive Perception 13 >- **Languages** Celestial, Common, Deep Speech, Primordial, Undercommon, telepathy 120 ft. >- **Challenge** 15 (13,000 XP) >___ >***Commander of Evil.*** Jallarzi can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw (no reaction required). The creature can add a d4 to its roll provided it can hear and understand Jallarzi. This trait doesn't function while Jallarzi is incapacitated. > >***Dark Knowledge.*** After Jallarzi makes an attack roll, ability check, or saving throw, but before the outcome is determined, an additional d20 can be rolled. Jallarzi chooses which of the d20s rolled is used to determine the outcome. When she does so, she takes 12 (5d4) necrotic damage, which can't be reduced or prevented in any way. > >***Magic Resistance.*** Jallarzi has advantage on saving throws against spells and other magical effects. > >***Out-of-Phase Movement.*** Jallarzi can move through other creatures and objects as if they were difficult terrain. Each creature she moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. Jallarzi takes 5 (1d10) force damage if she ends her turn inside an object. > >***Spellcasting.*** Jallarzi is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). She can cast *darkness*, *fear*, and *misty step* at will and has the following spells prepared: > >Cantrips (at will): *eldritch blast*, *light*, *mage hand*, *prestidigitation*, *shocking grasp* >1st level (4 slots): *armor of Agathys*, *detect magic*, *inflict wounds*, *magic missile* >2nd level (3 slots): *detect thoughts*, *invisibility*, *mirror image* >3rd level (3 slots): *counterspell*, *enemies abound*, *lightning bolt* >4th level (3 slots): *banishment*, *fire shield*, *wall of fire* >5th level (3 slots): *cone of cold*, *scrying*, *telekinesis* >6th level (1 slot): *disintegrate*, *globe of invulnerability* >7th level (1 slot): *delayed blast fireball*, *divine word* >8th level (1 slot): *earthquake*, *feeblemind* >9th level (1 slot): *power word kill* > >### Actions >***Multiattack.*** Jallarzi makes two comet staff attacks. > >***Comet Staff.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) psychic damage, or 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage if used with two hands, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. > >### Reactions >***Bend Space.*** When Jallarzi would be hit by an attack, she teleports, exchanging positions with another star spawn she can see within 60 feet of her. The other star spawn is hit by the attack instead. > >***Blessing of Tharizdun.*** When Jallarzi takes damage, she can force each hostile creature within 10 feet of her to make a DC 19 Intelligence saving throw. On a failed save, a creature takes half the damage Jallarzi took as psychic damage. #### Description The transformation left Mask's physical beauty largely intact, but destroyed her soul. She possesses a sleek body, alluring and athletic, and black hair tumbles down from her head. Beneath a queer mask, one can see brilliant blue eyes that flash with incredible power. A long, black cloak hangs from her shoulders providing some covering for her scantily clad body. The only unsettling thing about her physical form is that she has bundles of animated twigs, twisting and clawing, where her hands ought to be. Although monstrous in appearance, these claws retain the flexibility and use of normal hands. ### Jallarzi Sallavarian Jallarzi was an archmage and a member of the Circle of the Eight. She set off to the Forgotten City to uncover more about the Seal of Binding and and its possible connection to Tharizdun, but she has been gone for a concerning amount of time, and all attempts to magically contact her have failed. In the Forgotten City, Jallarzi discovered a supposedly inactive temple dedicated to Tharizdun. It was there that Jallarzi uncovered a magical ritual that draws upon the power of the Dark God to enhance a user's arcane magic. Perhaps Jallarzi was tempted by the allure of this amazing power, or maybe she was arrogant enough to believe she could wield this power without being corrupted by the Dark God. Maybe her mind was weakened by the unholy power radiating throughout the temple. In any case, Jallarzi performed this foul ritual, transforming herself into a star spawn seer and a servant of Tharizdun. \columnbreak #### Combat Between the space-warping abilities granted to her as a star spawn seer, the wizard spells she knew before her transformation, and the new spell options granted to her by the transformation ritual, Jallarzi has a wide variety of options that can be used in combat. While she might use the *invisibility* spell as part of an ambush, Jallarzi prefers using her spells to directly harm or debilitate her foes, and relies on her defensive abilities to keep her alive, rather than trickery or illusions. That said, the Seal of Binding's interference with Jallarzi's teleportation abilities force her to only use them in desperate situations. Jallarzi and her minions refuse to retreat and fight to the death. Jallarzi leads a group of star spawn grues, manglers, and hulks. Many of these minions were summoned as a part of the ritual that transformed Jallarzi into an aberration, but perhaps some of them were already lurking in the Forgotten City beforehand. \pagebreakNum # Essence of Evil ___ *"...And in the last days, the sleep of a thousand years shall end when the herald appears, blotting out the sun in all its awesome glory. Its shuddering bulk shall sound the trumpets of destiny, those clarion calls to bring forth He Who Waits, the Dark God, the Wrongly Held. The 333 jewels that contain the dread master shall shatter, and the world shall tremble, wailing and clawing, begging their petty gods for escape from the wondrous return of the Unraveler, whose appearance shall set to right all wrongs, restore all balance, and reduce the abomination of creation to its primal, primitive state. Rejoice, for the end is at hand..."* \pagebreakNum ___ >## Azugel >*Medium humanoid (half-orc), chaotic evil* >___ >- **Armor Class** 18 (Unarmored Defense) >- **Hit Points** 253 (22d8 + 154) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|13 (+1)|24 (+7)|8 (-1)|12 (+1)|14 (+2)| >___ >- **Saving Throws** Str +12, Con +12 >- **Skills** Athletics +12, Intimidation +7, Perception +6 >- **Damage Resistances** bludgeoning, piercing, slashing >- **Condition Immunities** charmed, exhaustion, frightened >- **Senses** darkvision 60 ft., passive Perception 16 >- **Languages** Common, Orc >- **Challenge** 16 (15,000 XP) >___ >***Brute.*** A melee weapon deals two extra dice of its damage when Azugel hits with it (included in the attack). > >***Brutish Durability.*** Whenever Azugel makes a saving throw, he can roll 1d6 and add the die to his saving throw total. > >***Deadly Critical.*** Azugel scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice. > >***Reckless.*** At the start of its turn, Azugel can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn. > >***Relentless Rage.*** If damage reduces Azugel to 0 hit points, he can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage from a critical hit. On a success, Azugel drops to 1 hit point instead. > >***Unarmored Defense.*** While Azugel is wearing no armor and wielding no shield, his AC includes its Constitution modifier. > >### Actions >***Multiattack.*** Azugel uses his Intimidating Presence, if it is available. He then makes three weapon attacks. > >***Greatsword.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 21 (4d6 + 7) slashing damage. > >***Intimidating Presence (Recharge 4–6).*** Azugel targets one enemy he can see within 30 feet of him. If the target can see and hear him, it must succeed on a DC 15 Wisdom saving throw or be frightened of Azugel until the end of Azugel's next turn. If the saving throw fails by 5 or more, the target also experiences a random form of short-term madness for the same duration, determined by rolling on the Short-Term Madness table in chapter 8 of the *Dungeon Master's Guide*. > >### Reactions >***Unbridled Fury.*** In response to being hit by a melee attack, Azugel can make one melee weapon attack with advantage against the attacker. > >### Legendary Actions >Azugel can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Azugel regains spent legendary actions at the start of his turn. > >- **Savage.** Azugel makes one weapon attack against each creature within 5 feet of him. >- **Unbreakable.** One spell or effect of Azugel's choice immediately ends on himself. \pagebreakNum ___ ___ >## Lareth the Beautiful >*Medium humanoid (human), chaotic evil* >___ >- **Armor Class** 20 (*plate*, *shield*) >- **Hit Points** 150 (20d8 + 60) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|16 (+3)|11 (+0)|20 (+5)|16 (+3)| >___ >- **Saving Throws** Wis +11, Cha +9 >- **Skills** Arcana +6, Deception +9, Intimidation +15, Religion +6 >- **Condition Immunities** charmed, frightened >- **Senses** passive Perception 15 >- **Languages** Abyssal, Common >- **Challenge** 17 (18,000 XP) >___ >***Commander of Evil.*** Lareth can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw (no reaction required). The creature can add a d4 to its roll provided it can hear and understand Lareth. This trait doesn't function while Lareth is incapacitated. > >***Disgusting Visage.*** Creatures that can see Lareth have disadvantage on saving throws against being frightened. > >***Hand of Devastation.*** Whenever Lareth rolls damage for a spell, he can reroll the spell's damage dice and use either total. > >***Spellcasting.*** Lareth is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 19). Lareth has the following cleric spells prepared: > >Cantrips (at will): *light*, *resistance*, *sacred flame*, *spare the dying*, *thaumaturgy* >1st level (4 slots): *detect evil and good*, *inflict wounds*, *shield of faith*, *wrathful smite* >2nd level (3 slots): *flaming sphere*, *invisibility*, *shatter* >3rd level (3 slots): *fireball*, *lightning bolt*, *spirit guardians* >4th level (3 slots): *guardian of faith*, *ice storm*, *staggering smite* >5th level (3 slots): *cloudkill*, *destructive wave* >6th level (2 slots): *blade barrier*, *harm* >7th level (2 slots): *divine word*, *fire storm* >8th level (1 slot): *antimagic field* >9th level (1 slot): *power word kill* > >### Actions >***Mace.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) damage plus 14 (4d6) necrotic damage. > >### Reactions >***Blessing of Tharizdun.*** When Lareth takes damage, he can use his reaction to force each hostile creature within 10 feet of him to make a DC 19 Intelligence saving throw. On a failed save, a creature takes half the damage Lareth took as psychic damage. > >***Unholy Protection.*** Lareth halves the damage that he takes from an attack, spell, or other effect. > >### Legendary Actions >Lareth can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lareth regains spent legendary actions at the start of his turn. > >- **Cast a Spell.** Lareth casts a non-damaging spell using a spell slot of 3rd level or lower. >- **Terrifying Glare.** Lareth targets one creature he can see within 30 feet of him. If the target can see Lareth, it must succeed on a DC 19 Wisdom saving throw or be magically frightened until the end of Lareth's next turn. The frightened target is paralyzed. \pagebreakNum ___ ___ >## Vadaeth Bloodseeker >*Medium humanoid (goliath), chaotic evil* >___ >- **Armor Class** 18 (*plate*) >- **Hit Points** 190 (20d8 + 100) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|12 (+1)|20 (+5)|12 (+1)|14 (+2)|20 (+5)| >___ >- **Saving Throws** Str +10, Dex +6, Con +10, Int +6, Wis +7, Cha +10 >- **Skills** Athletics +10, Insight +7, Investigation +6, Religion +6 >- **Condition Immunities** charmed, frightened >- **Senses** passive Perception 12 >- **Languages** Abyssal, Common, Giant, Terran >- **Challenge** 16 (15,000 XP) >___ >***Aura of Slaughter.*** Unless Vadaeth is incapacitated, each ally within 30 feet of him can't be charmed or frightened and has advantage on attack rolls and ability checks. > >***Dark Blessing.*** Vadaeth adds his Charisma modifier to his saving throws and to the damage he deals with melee weapon attacks (accounted for in his statistics). > >***Powerful Blows.*** When Vadaeth hits a Medium or smaller creature or object with a melee attack, the target must make a DC 18 Strength saving throw. On a failed save, the target is pushed up to 5 feet away from Vadaeth and is knocked prone. > >***Shroud of Evil.*** Vadaeth is immune to any spell or effect that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior, unless the spell or effect comes from Tharizdun. > >***Spellcasting.*** Vadaeth is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18). Vadaeth has the following blackguard spells prepared: > >1st level (4 slots): *bane*, *command*, *hellish rebuke*, *wrathful smite* >2nd level (3 slots): *darkness*, *enlarge/reduce*, *shatter* >3rd level (3 slots): *bestow curse*, *dispel magic*, *fear* >4th level (3 slots): *blight*, *phantasmal killer*, *staggering smite* >5th level (2 slots): *destructive wave*, *dispel evil and good* > >***Unholy Vigor.*** As a bonus action, Vadaeth can gain 15 temporary hit points. > >### Actions >***Multiattack.*** Vadaeth makes two weapon attacks. > >***Greataxe.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (1d12 + 10) slashing damage plus 9 (2d8) necrotic damage. > >### Reactions >***Stone's Endurance.*** Vadaeth halves the damage that he takes from an attack that hits him. Vadaeth must be able to see the attacker. > >***Unyielding.*** When Vadaeth is subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone. > >### Legendary Actions >Vadaeth can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Vadaeth regains spent legendary actions at the start of his turn. > >- **Crush.** Vadaeth initiates a grapple contest with one prone humanoid within his reach. On a success, the target takes 14 (4d6) bludgeoning damage as Vadaeth uses his foot to crush the target's chest. While Vadaeth keeps his foot on the target, the target is grappled and restrained, and it is suffocating. The target can uses its action to repeat the contest, freeing itself on a success. Vadaeth doesn't need a free hand to initiate this grapple, but he can only grapple one creature at a time with this ability. >- **Vile Touch.** *Melee Spell Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* The target suffers disadvantage on all saving throws until the end of Vadaeth's next turn. \pagebreakNum # Appendix: Other Monsters ___ This appendix lists creatures used to create the other monsters in this document, as well as some monsters that are used in the *Essence of Evil* adventure. ___ ___ >## Nymph >*Medium fey, chaotic good* >___ >- **Armor Class** 18 (Beauty's Refuge) >- **Hit Points** 104 (16d8 + 32) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|19 (+4)|14 (+2)|16 (+3)|17 (+3)|19 (+4)| >___ >- **Saving Throws** Int +6, Wis +6, Cha +7 >- **Skills** Nature +6, Perception +6, Persuasion +7 >- **Senses** darkvision 60 ft., passive Perception 16 >- **Languages** Common, Elvish, Sylvan >- **Challenge** 7 (2,900 XP) >___ >***Beauty's Refuge.*** The AC of the nymph includes its Charisma bonus. > >***Innate Spellcasting.*** The nymph's innate spellcasting ability is Charisma (spell save DC 15). The nymph can innately cast the following spells, requiring no material components: >At will: *detect magic*, *druidcraft*, *spare the dying* >3/day each: *cure wounds*, *entangle*, *lesser restoration*, *plant growth* >1/day each: *greater restoration*, *pass without trace*, *protection from energy* > > >***Magic Resistance.*** The nymph has advantage on saving throws against spells and other magical effects. > >***Nimble Escape.*** The nymph can take the Disengage or Hide action as a bonus action on each of its turns. > >***Overwhelming Beauty.*** When a creature that can see the nymph starts its turn, the nymph can force it to make a DC 15 Wisdom saving throw if the nymph isn't incapacitated and can see the creature. On a failed save, a creature becomes charmed by the nymph for 1 minute or until it can no longer see the nymph. An aberration, fiend, or undead is instead blinded for 1 minute. >Unless it is surprised or already charmed by the nymph, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the nymph until the start of its next turn, when it can avert its eyes again. If the creature looks at the nymph in the meantime, it must immediately make the save. > >***Speak with Beasts and Plants.*** The nymph can communicate with beasts and plants as if they and the nymph shared a language. > >### Actions >***Multiattack.*** The nymph makes three attacks, using its dagger, Twisting Vines, or both. It can replace one of these attacks with Stunning Glance, if it is available. > >***Dagger.*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 8 (1d4 + 4) piercing damage. > >***Twisting Vines.*** *Ranged Spell Attack:* +7 to hit, range 80/320 ft., one target. *Hit:* 8 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. > >***Stunning Glance (Recharge 5–6).*** The nymph targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn.