↑ Mike Mearls, Jeremy Crawford (May 29, 2018).When the Lights Went Out in Candlekeep References.Appendix Appearances Organized Play & Licensed Adventures Rrakkma The aberrant spirit summoned by the spell summon aberration could take the form of a star spawn. Whether the passing of a comet heralded their arrival or simply signaled that a star spawn was nearby was a matter of speculation. Star spawn were often said to be found following the passing of a comet, prior to a great disaster, or during a battle between two divine beings. Regardless of which station they took, held no allegiance towards them. Acting either as the leader or servant of such creatures. Other creatures they often found allies in included aboleths, beholders, demons, elementals, and undead. Occasionally a lone or small group of mindflayers would work with a star spawn. In addition, warlocks with Elder Evil pacts often flocked to them for a variety of purposes - to serve, to study, or even to slay. The role of leadership over an Elder Evils cult was typically taken up by star spawn seers. Star spawn sent into the Prime Material sometimes had cults form around them, whose members they would either devour or tolerate and use as allies. Star spawn were often brought into the Prime Material through the aid of rituals conducted by cultists and warlocks. Īdditionally, the living planet Allabar, called the Opener of the Way, was sometimes considered a star spawn as well, although it was far more powerful than the spawn merely sent by stars. Serpent of Nihal were infamous creatures that had long plagued the world after cultists opened a portal to Nihal itself.They were sent by the star Caiphon, who grew brighter in times of hardship and listened to the desperate pleas of mortals. Emissaries of Caiphon were star spawn who disguised themselves as humanoids and came to famine or plague-beset villages in the guise of a stranger who offered a cure but only ended up causing trouble.Spawn of Ulban were cunning star spawn that gathered minions around themselves and confused people's ability to tell friend from foe.Insane cultists were drawn to these star spawn, who entered the world when the star Gibbeth was in conjunction with Allabar. All reports of their form conflicted with all others, as if even trying to see its true form brought on hallucinations. Scions of Gibbeth were shards of that monstrous green shard.Maws of Acamar were the hunger of that dead star made manifest, creatures of devastation that entered the world when Acamar's influence was at its peak.Heralds of Hadar were avatars of a dying star, horrific monsters that grew stronger around living creatures because they ate life energy to channel back to their creator.Other star spawn were tied to specific elder evils that infested stars in Realmspace. Star spawn mangler, a type of star spawn often summoned by cultists to act as assassins or guards.Star spawn larva mage, a type of star spawn that resulted from the emissary of an Elder Evil merging with the body of a powerful cultist of some wormlike entity, such as Kezef or Kyuss.Types of Star Spawn Īn emissary of Caiphon and a serpent of Nihal. This often involved seeking to cause chaos and destruction. Star spawn were self-interested creatures, with their sole motivation being to fulfill the interests of the star spawn it represented. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.Star spawn came in a variety of shapes and sizes, though many took on humanoid forms. If the target is a Tiny object that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.Ĥ- Telekinetic Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.ģ- Frost Ray. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.Ģ- Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. The gazer shoots two of the following magical eye rays at random (roll two d4s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:ġ- Dazing Ray. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
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