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Buried in the deepest bowels of the Underdark, hidden in the farthest reaches of the multi-. Post on Jul 3. Tags: hulks of zoretha aspect of atropus faern34father llymic elder evil traits eerie weather65the leviathan elder evils10vile feats spawn of kyuss age of worms campaign.

Eugenics and Other Evils. The Evils of the Rainbow Colormap. Evils of Super Specialization-Final. Social evils in pakistan. Bhava-Kutuhalam-marks-evils avasthas-. Evils return 01 part 3. Elder Evils provides DMs with pages of truly wicked threats to challenge high-level heroes. The book also provides guidelines to help DMS create their own unique elder evils as worthy campaign villains and endgame encounters.

The ones that thrilled me the most were Atropus, The Leviathan and Pandorym. Norris, Mr. The book. This book written by Ren Garcia and published by iUniverse which was released on 01 February with total pages We cannot guarantee that The League of Elder book is available in the library, click Get Book button to download or read online books.

Join over. The Ichor Sea after 1 minute if nothing raises it beforehand. Such a The two areas marked A on the map are part of a large sea of creature cannot be restored to life by any means.

The fluid about feet deep a short distance away halved. The sea emits an aura of negative energy. Spells and effects that attempt to restore life to dead All undead within 20 feet of the shore gain advantage on creatures have no effect.

Spells that raise undead can animate or target twice as Any non-undead creature that come in contact with the many creatures and take effect for twice their normal Ichor Sea or starts its turn in the seatakes 14 4d6 necrotic duration. On a failed save, a creature suffers one level of exhaustion. If Defenses a creature dies to this effect, it rises as an angel of decay The moonlet has few defenses.

The dangers of the void are EdE 3 after 1d4 rounds. Unless the moonlet is B. The Great Depth approached when it has already entered the atmosphere—at Piercing the side of the moonlet is an enormous pit 70 miles which point it is almost too late—characters must contend across with no visible bottom. Creatures coming within 20 with the hazardous environment. After 3 rounds of exposure, feet begin to hear the susurrus of Atropus's hate. Each and at the start of each of its turns thereafter, a creature that creature that enters the area for the first time on a turn or is holding its breath must make a DC 20 Constitution saving starts its turn there must make a DC 23 Wisdom saving throw.

On a failed save, the creature runs out of breath and is throw. On a failed save, a creature suffers from a random suffocating. On a failed save of 5 or more, the creature is also form of Short-Term Madness, determined by rolling on the stunned until it can breathe again.

Short-Term Madness table in chapter 8 of the Dungeon If the characters set foot on or fly above the moonlet, the Master's Guide. Such chance for a random encounter, as shown on the table below. If the source column lists the source "EdE", it is referring to the C. Crater accompanying bestiary for this book. Craters created by meteors and other debris pock the moonlet's surface. The craters vary depending on the size of the object that struck the moonlet.

A typical crater is 10 feet in diameter, 4 feet deep, and has a 1-foot-tall rim around the impact area. Loose rock counting as difficult terrain spreads out 10 feet in all directions. Much larger craters, such as the ones marked on the map, are especially dangerous and usually inhabited by undead. This fluid has the same This encounter is unchanged, except that the dread properties as the Ichor Sea.

Bubbling Crater This crater is similar to all the other craters marring the Tactics moonlet's surface, except that from its depth rises a fetid The dread boneyard hides in the field of bones, requiring a black ooze—the bilious blood of Atropus.

A random undead DC 20 Wisdom Perception check to spot it. Once a creature creature or creatures always attends this place. During the first round of combat, the boneyard uses Non-undead creatures touching the foulness at the bottom Summon Bone Dragon and Summon Skeletons to summon of the crater are affected as if they had come into contact with as many minions as possible.

The skeletons will attempt to the Ichor Sea see area A. The Trench the bone dragon will take to the skies and swoop in only when its Breath Weapon has recharged. The boneyard will The ground drops away, forming a deep trench between the act as the main combatant, attempting to draw the party's fire Ichor Sea and the Great Depth.

It extends some 30 feet and engage in melee when possible. Haunting the depths is twenty star spawn manglers MTF They crawl forth from the trench wall and attacks Features of the Area any creatures they encounter. If you do not have access to the statistics of a star spawn mangler, you can replace them with This area contains a variety of features, as pictured in the 11 beholder zombies MM Vents Altar Spewing from 6-inch-diameter pits are streams of poisonous This altar is dedicated to Atropus, erected eons ago by an air.

Creatures who require air can breathe here, but undead servitor. The altar emits a hallow spell in a 60 foot whenever a non-undead creature enters the area for the first radius, targeting celestials, elementals, and fey. Such time on a turn or starts its turn there, it must make a DC 23 creatures can't enter the area, nor can such creatures charm, Constitution saving throw, taking 33 6d10 poison damage frighten, or possess creatures within it.

Additionally, undead on a failed save, or half as much damage on a successful one. Creatures slain by the poisonous result to the total. Bones H. The Eyes of Death Any space with bones in it is difficult terrain, and creatures Each spanning 40 miles across, these glossy black stones that move through it have disadvantage on Dexterity Stealth reflect no light, seeming to drink in everything shining on checks unless they can avoid rattling the bones when they their surfaces.

These black expanses are in fact the eyes of move. Atropus and, for as long as the party lingers here, Atropus is aware of their presence. Investigation check. On a success, the creature finds a Undead in the area gain advantage on all saving throws, random item from the list below: and they also gain immunity to effects that turn undead.

An assortment of coins worth 5, gp Additionally, creatures in the area can't benefit from A silver comb with strange glowing gemstones worth resistance to necrotic damage, and they suffer disadvantage 7, gp on saving throws made against effects that deal necrotic A signet ring depicting an alien crest worth 3, gp damage. Atropus is no fool, and it generally won't send its minions against the party until it is prepared. However, the Focus might come on its own. Encounter 2: Deep Crater Tactics This encounter is unchanged, although it is worth noting that After descending, the angels of decay attack split up to attack the evolved atropal scion EdE 6 is now CR 17 and that as many party members as they can.

If possible, they stick famine spirits EdE 6 are now CR Tactics When the aspect of Atropus EdE 2 arrives, it makes its entrance by using Divine Scourge followed by casting meteor The famine spirits work together against the closest foe they swarm, with no concern for the subsequent incineration of can see. At the start of combat, they are within range of the the remaining angels of decay.

It uses its first lair action to atropal's Turn Resistance Aura, which they will stay within create an earthquake effect, and it uses its next one to range of unless they determine the party cannot use Turn forcibly teleport the party members: it teleports melee Undead. It consistently uses Waves of range, using hold monster on any party member the famine Exhaustion to decimate as many party members as it can, but spirits are attacking.

It then has several options: it might use it will favor its Life Drain or Slam if it finds itself to be taking negative energy flood to give a famine spirit temporary hit large amounts of damage. If attacked, the atropal will use misty step to exit melee and will use its Ray of Cold on the target if needed.

Undead in the area gain advantage on all saving This area contains a variety of features, as pictured in the throws, and they also gain immunity to effects that turn original book. Additionally, creatures in the area can't benefit from resistance to necrotic damage, and they suffer disadvantage Debris on saving throws made against effects that deal necrotic Area with debris in it is difficult terrain until cleared.

Deep Crater Small Crater This crater emanates a field of negative energy. Non-undead Creatures that fit inside of the small crater gain half-cover, creatures within 5 feet of the crater can't benefit from but it costs an additional 5 feet of movement to enter and exit resistance to necrotic damage. Ichor Sea Veins of Atropus The sea emits an aura of negative energy. All undead within A creature standing entirely on one of these cracks is 20 feet of the shore gain advantage on saving throws.

Fissures Additionally, any non-undead creature that come in contact created by the Aspect of Atropus' earthquake spell also count with the Ichor Sea or starts its turn in the seatakes 14 4d6 as veins of Atropus. On a failed save, a creature suffers one level of Conclusion exhaustion. If a creature dies to this effect, it rises as an angel The moonlet's surface rumbles as if under the effects of an of decay EdE 3 after 1d4 rounds. DC 15 Dexterity saving throw to avoid falling into one of these new fissures.

The tremors last for 1d6 rounds, at which point the whole moonlet seems to contract—killing anyone or Encounter 3: Angels of anything still trapped in a fissure. Then the moonlet rockets away from the world, moving at a Atropus speed of 40, feet. Characters still on the surface are This encounter is unchanged, although it is worth noting that carried with the moonlet. As it moves away from the world, the angel of decay EdE 3 is now CR 7. Father Llymic "Madness dwells on the mountaintop, where feral tribesfolk Strong: Spells and other effects that create magical feast on human flesh and dance in worship of the darkness.

Light produced by to bring the eternal cold, the endless darkness of death. Natural light sources do not illuminate any area at all, A mote of alien thought given form and flesh, Father Llymic is appearing only as dim spots. The sun rises for just 1 hour not of this world. He dwells in an icy prison, awaiting a time each day, and global temperatures drop by an additional 4 when the world will be right for his coming.

As his age of degrees. Spells, magic stalking the wastes in preparation for his reign. If he is items, and other effects that generate light cease to do so. The average temperature plunges another 10 degrees and drops Background by 1 degree further every day thereafter.

Father Llymic' background is unchanged. Timeline The possible campaign outline given in the original book is Goals unchanged. Consult the following table for the suggested Father Llymic' goals are unchanged. Locked away inside a glacier, he beckons Moderate 13 any who draw near to his form so that they might be transformed into his servants. With each new servant, he Strong 16 gains more of the strength needed to fully rouse.

Overwhelming Since he lurks in such an inhospitable place, this elder evil is easy to add to any campaign. Only when Father Llymic Father Llymic in Eberron approaches his full might does the effect become noticeable, as the sun begins to lose the power to contain him.

The This section is unchanged. The obvious sign of Father Llymic's Variant Usage coming—the darkening of the sun—means that it is almost too late to stop him from waking.

Rather than have Father Llymic be imprisoned upon a block of ice, he may be banished to another plane or some other Sign: Dead Sun extradimensional prison for all eternity. As his Brood Spawn The dead sun diminishes natural and magical lighting until spread across the campaign setting, the binds that hold him the sun no longer rises. He might normal, to a minimum of 5 feet. Sunrise occurs 1 hour later be in the Far Realm or one of the other planes of existence, than normal, and sunset occurs 1 hour earlier than normal.

In the former case, darkness take effect for twice their normal duration. The perhaps Father Llymic has already claimed one of the Outer radius of illumination from natural light sources drops to 5 Planes as his own icy domain. In the latter case, he might feet. Sunrise occurs 2 hours later than normal, and sunset reside in a frozen crystal sphere whose sun has permanently occurs 2 hours earlier.

Finally, average temperatures drop by gone dark. Either way, such a campaign would pose Father 2 degrees all over the world. Llymic as an evil outsider whose Brood Spawn have invaded the setting, and the arrival of Father Llymic himself would spell doom for mortal life altogether. Additionally, you may wish to alter Father Llymic's Sign of Apocalypse if you feel its default effects are not appropriate Glacial Tomb for your campaign. Instead of causing the sun to disappear, An imposing mountain holds Father Llymic's tomb.

Father Llymic might simply cause the setting to experience Surrounded by jagged hills, the mountain is studded with icy an unnatural winter as his influence spreads.

Temperatures crags, treacherous ice bridges, and perilous cliffs. Few paths fall as normal, but permafrost spreads from the mountain make their way to the summit; all of them are home to housing Father Llymic's tomb to envelop the entire world as dangerous mountain predators and, as the time of Father the campaign goes on.

In this case, you may wish to remove Llymic's wakening draws near, swarms of alien brood spawn. Eventually, this glacier begins to move Lastly, some may find the default campaign timeline to lack across the surrounding countryside at an accelerated rate.

If so, consider the following changes and spears, thunderous avalanches, and strange vistas of additions: unnatural ice formations. Some areas begin to exhibit odd geometric patterns in the ice, many of which defy logic or Associate Father Llymic with the other denizens of the reason. Far Realm. While the brood spawn are certainly interesting creatures to fight, other aberrations such as Key Features mind flayers and daelkyr might serve Father Llymic's When planning for activity around the glacial tomb, be sure to interests as well.

These rules include mechanics for hazards such Wisdom, or Charisma scores; in fact, their Wisdom and as Extreme Cold, Strong Wind, Slippery and Thin Ice, and Charisma are each increased by 2 compared to that of the Heavy Precipitation that you may find useful.

As such, rather than using them as Snow and ice cover the mountain. Temperatures hover just mindless aliens, you are capable of running them as an above freezing during the day and plummet to well below at intelligent faction that has its own unique NPCs, sub- night the exact temperature varies depending on the time of groups, and society, although such elements are obviously the year and the power of the Dead Sun sign.

The warped by the brood's alien nature. Father Llymic begins to stir. While the original timeline speaks of savage barbarians The surface of the mountain consists of three primary that perform strange rituals that transform them into materials.

Brood Spawn, you may wish to alter this existing cult or add new ones as you see fit. Perhaps a humanoid-esque Stone: Small patches remain where snow and ice have brood spawn has figured out how to blend into society and not found purchase. These areas are rough, but otherwise to spread Brood Fever without getting caught. Maybe a easy to traverse. These areas are difficult terrain, and they Keep in mind that this document provides cult features for might hold other hazards as well, such as pockets of NPCs that serve Father Llymic, as well as general Vile empty space beneath the snow that act as large pits.

Feats for such NPCs to take as appropriate; use these Ice: Great smooth ice floes make their way down every features to create NPCs that fit your campaign as you see side of the mountain. Traversing these floes requires a DC fit. Failing by 5 or more results in a fall that, depending on Description the slope, might carry a character far away from their companions. Other areas are merely slick and level and This section is unchanged.

Aside from these effects, the weather itself makes traveling the mountain extremely difficult. Snow, hail, and lightning constantly assault its slopes. This weather can limit vision and obscure trails. Defenses A. Garden of Alien Ice As long as Father Llymic remains imprisoned, defense of the As travelers ascend the peak, they encounter a large plain of glacial tomb falls to his minions—the crazed cultists and the relatively flat ground.

Dotting this landscape are strange brood spawn—and the harsh environment. Odd shapes and alien forms make up most of the sculptures, including titanic spheres of ice Cultists and insane individuals prowl the lower reaches of balanced atop slender stalagmites, perfect spirals of ice that the mountain, incapable of surviving the higher summits.

Those wandering through this eerily quiet the spawn up above, while new groups and individuals garden must make a DC 15 Wisdom saving throw for every constantly arrive to take their place. The cultist groups might minute that they spend there. On a failed save, a creature have an order among themselves, but none of them work suffers from a random form of Short-Term Madness, together toward any sort of common defense. These maniacs determined by rolling on the Short-Term Madness table in attack anyone bearing natural or artificial light.

Characters chapter 8 of the Dungeon Master's Guide. Keep of the Frost Giants Persuasion skills. This ruined structure is carved from large slabs of pure white When the party reaches the mountainside, the rock and covered in a thick layer of frost and ice.

It was the environment changes dramatically and brood spawn become home of a small tribe of frost giants who long ago succumbed common. Encountering a single creature precipitates a much to brood fever. Although most left to spread the plague of greater conflict as all nearby brood move in to investigate the Father Llymic across the land, three of the terrible disturbance. The concentration and power of the brood behemoths remain.

See Encounter 1 for more information. Those hoping to fly to reach the peak find it to be a nearly C. Ice Bridge impossible task. Fierce, driving snow and hail assault any The path leading up to the summit is broken at this point. This constantly roiling storm limits visibility to 5 deep and has a plain of snow at the bottom.

Brood spawn feet, slows movement by half, and deals 14 4d6 points of creatures have laired in this area in the past, and a pack of cold damage per round of exposure. As an added hazard, the them might be here when the party arrives. Typical creatures storm is home to flying brood spawn that have no difficulty include brood spawn trolls, ogres, and even purple worms. The ice bridge is 15 feet wide and has the following statistics.

Additionally, those hoping to bypass the dangers of the Ice Bridge: Each 5-foot square of the bridge has hit mountainside by teleporting directly to the top find points, has an AC of 16, is immune to cold, poison, and themselves out of luck.

Due to the magical wards created by psychic damage, and is vulnerable to fire and thunder the ancient elves that imprisoned Father Llymic, it is damage. The bridge is Slippery Ice DMG , which may impossible to make it to the summit, or to any other location prevent creatures from crossing the bridge in a timely on the mountain, via teleportation or by extradimensional or manner. If the bridge is broken into two halves on each side of the Anyone reaching the summit with a functioning light gap, the bridge collapses and falls to the plain below.

Each 5- source provokes the wrath of all the brood spawn within 1 foot square of the bridge has a weight tolerance of mile, who quickly make their way to the peak to destroy the pounds.

Whenever this weight is exceeded, the ice in that intruders. On a failure, a creature Encounter Areas plummets to the bottom of the gap. On a success, a creature The mountain that holds Father Llymic's tomb is huge, manages to prevent themselves from falling by grabbing onto covering many square miles. Although numerous threats and the bridge or onto another creature, as appropriate. Black Ice Spire Feel free to add groups of cultists, wandering packs of brood spawn, dangerous terrain, and other hazards during the The winding path meets up with a towering spire of ice at approach.

Unless otherwise noted, all these areas are sites of this location. This spear reaches feet above the level of intense weather, as noted in the previous section. Only during lightning flashes can the pinnacle be seen. Flying brood spawn use this location to roost and wait for the arrival of their master.

These creatures do not bother those on the path unless they see light of any kind, in which case they swoop down to attack. The brood spawn white dragon that resides in area E can be found here, clinging to the side of the spire. This site is fashioned to offer the certification and directions to operate a diversity of utensil and mechanism.

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