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On a failed save, the target is frightened of the cultist until the end of the cultist's next turn. Unsightly Figure. The cultist gains proficiency in the Intimidation skill, and its proficiency bonus is doubled for any ability check made using the Intimidation skill.

Divine Resilience. When the cultist makes a saving throw to resist the effects of a spell cast by a cleric, paladin, druid, ranger, celestial, or some other divine source, it can add its proficiency bonus to the saving throw if it isn't proficient in the save.

Inquisition Defier. The cultist is immune to effects that allows other creatures to read its thoughts, determine whether it is lying, or know its alignment.

Additionally, the cultist can't be targeted by any divination magic or perceived through magical scrying sensors. The cultist's naked devotion to wickedness causes dark powers to take an interest in its success and well-being.

Commander of Evil. The cultist can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of the cultist 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 the cultist. This trait doesn't function while the cultist is incapacitated.

Unholy Protection. The cultist can use its reaction to halve the damage that it takes from an attack, spell, or other effect. The cultist uncovers a piece of forbidden lore or knowledge that allows it to tap into ancient powers of evil. Ancient Secrets. If the cultist has the Spellcasting trait, it can choose one spell of 3rd level or lower. The cultist can cast that spell at its lowest level without using a spell slot. Dark Indulgence. After the cultist makes an attack roll, ability check, or saving throw, but before the outcome is determined, an additional d20 can be rolled.

The cultist chooses which of the d20s rolled is used to determine the outcome. When it does so, it takes 12 5d4 necrotic damage, which can't be reduced or prevented in any way. Beguiling Influence. The cultist gains proficiency in the Deception and Persuasion skills, and its proficiency bonus is doubled for any ability check made using these skills. Harbringer of Destruction. The cultist can use its action to force each creature within 60 feet of it that can hear the cultist to make a DC 15 Wisdom saving throw.

On a failed save, a creature is charmed or frightened cultist's choice for 1 minute. A charmed or frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this action, the cultist takes 13 2d12 psychic damage, which can't be reduced or prevented in any way.

The cultist must possess the Dark Speech vile feat in order to obtain this vile feat. Distorted Visions Recharge As an action, the cultist can whisper words of incredible wickedness to form grotesque visions in the minds of those who hear it.

Each creature within 30 feet of the cultist that can hear the cultist must succeed on a DC 15 Wisdom saving throw or be blinded for 1 minute. While blinded, a creature is also incapacitated. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Booming Voice. When the cultist speaks, its voice can boom up to five times louder than normal. Foul Scream Recharge As an action, the cultist can loose a blistering torrent of foul curses and wicked insults in the Dark Speech.

Each creature within 60 feet of the cultist that can hear the cultist must succeed on a DC 15 Wisdom saving throw or be deafened for 1 minute. While deafened, a creature suffers disadvantage on all ability checks and saving throws. Steal Life. When the cultist reduces a creature to 0 hit points, it regains an amount of hit points equal to the cultist's Challenge Rating. Obliviation of Spirit.

When a creature within 60 feet of the cultist dies, the cultist can use its reaction to annihilate its soul. That creature can't be revived by any means short of a wish spell. The cultist adopts insanity as a shield to turn effects that target its mind against those around it. Defense of Madness. The cultist is immune to being charmed or frightened. Mind Shield. In response to being targeted by a mind-affecting spell or effect, the cultist can use its reaction to retarget the effect to another creature of its choice, other than the caster or source of the ability, within the effect's range.

Undead Consortium. Mindless undead see the cultist as an undead creature. Becoming more and more like an actual undead creature, the cultist gains immunity to necrotic and poison damage, as well as the poisoned and paralyzed conditions. Undead Fortitude. On a success, the cultist drops to 1 hit point instead. Deadly Critical. The cultist scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.

If the cultist makes a weapon attack with advantage on the attack roll and hits a creature with it, the target takes an additional 7 2d6 damage. If the target is incapacitated or surprised, the attack also becomes a critical hit.

The cultist has mutilated its eyes or forehead in an attempt to see that which must remain unseen. Deformity: Eyes. The cultist has drilled a hole in its forehead trying to add a third eye, or it has supernaturally scarred one of its regular eyes.

Ghostly Gaze. The cultist can see through solid objects to a range of 30 feet; when it does so, it perceives objects as ghostly, transparent images.

The cultist invites parasites into its body in exchange for a greater hardiness against diseases and poisons. Deformity: Parasites. Parasites use the cultist's body as a nesting ground, creating holes and burrows on its skin and in its flesh as they feed and multiply. When the cultist dies, its body breaks apart into a swarm of insects in the same space. Exude Parasites Recharge 6. As a bonus action, the cultist can summon a swarm of insects or a swarm of rot grubs cultist's choice , which exits its body and occupies its space.

The swarm acts on its own initiative, and follows the cultist's verbal commands to the best of its ability. Elder evils have truesight out to feet and blindsight out to feet. Damage Resistances. Elder evils are resistant to cold damage and fire damage. Damage Immunities. Elder evils are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. Condition Immunities. Elder evils can't be charmed, frightened, petrified, or knocked unconscious.

They also don't suffer from exhaustion. Anathematic Secrecy. Elder evils can't be targeted by any divination magic or perceived through magical scrying sensors. Elder evils don't get innate spellcasting by default.

However, those that do have it require no components to innately cast a spell. If an elder evil fails a saving throw, it can choose to succeed instead. Magic Resistance. Elder evils have advantage on saving throws against spells and other magical effects. Unyielding Essence. Elder evils are immune to any spells or effects that would alter their forms, as well as those that would that would read their thoughts, determine if they are lying, or magically influence their thoughts or behavior.

Elder evils are capable of incredible destruction. They wield devastating magic and possess an arsenal of potent attacks to work their wickedness. But such power alone offers little defense against the gods and their servants. Malefic properties are their safeguard against divine interference. A malefic property is a supernatural ability, intrinsic to the very nature of an elder evil. Dispel magic and antimagic field have no effect against a malefic property.

A malefic property affects an enormous area and might influence an entire region of the world, depending on the nature of the elder evil. All elder evils have Anathematic Secrecy see Elder Evil Traits , which shields them from divination spells and scrying sensors.

Each elder evil has one additional malefic property, chosen from the list that follows, as appropriate to its nature. The sample elder evils provided in this book can guide you in deciding on a suitable malefic property for one of your own design. An elder evil that has this property projects terrifying nightmares into the dreams of living creatures.

Dark Visiting. Any living creature that sleeps within miles of the elder evil must succeed on a DC 18 Wisdom saving throw or be afflicted with a random form of short-term madness. If a creature fails this saving throw by 5 or more, it is instead afflicted with a random form of long-term madness.

If a creature rolls a 1 on the d20 roll, it is instead afflicted with a random form of indefinite madness. The presence of an elder evil that has this property can use its action to incite violence and suffering.

One creature within miles of the elder evil that the elder evil is aware of must make a DC 18 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 elder evil's Discord and Woe for the next 24 hours. An elder evil that has this property can punish deities' servants with a powerful surge of profane energy.

As a bonus action, each creature within miles of the elder evil that is a celestial or a user of divine magic a cleric, paladin, druid, ranger, or some other class the DM deems appropriate must make a DC 23 Constitution saving throw.

A target takes 35 10d6 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a target also suffers one level of exhaustion.

God Slayer. The elder evil deals double damage to gods and celestials, bypassing their resistances and immunities. If the elder evil reduces a god or celestial to 0 hit points, it kills them instantly. An elder evil that has this property cannot be affected by divine magic of any kind, regardless of the source.

Impervious to the Divine. The elder evil is unaffected by divine spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate. An elder evil that has this property warps the planes of existence around them, preventing the gods and their servants from getting close to them. Planar Anomaly. The area within 10 miles of the elder evil is warped by the elder evil's presence. Creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area.

The area also blocks all forms of planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, deities and other planar rulers are incapable of entering the area, and the elder evil can choose to block one or more of the following creature types from entering: celestials, elementals, fey, fiends, and undead.

If any of these creatures start their turn in the area, they take 55 10d10 force damage and are banished to their native plane of existence. Both Ragnorra and the Aspect of Sertrous are immune to divine spells. While I'm keeping this in as it's a Malefic Property from the original book, some DMs might find it to be a bit unfair towards divine spellcasters in the party.

If you wish to get around this, consider informing your players of this trait ahead of time so that they can come up with a plan to get around it. You may want to roll with what they come up with, or you can devise your own method for the party to get around it, such as an artifact that converts divine magic into arcane magic when wielded by a divine spellcaster.

Or perhaps you want to just remove the trait, either replacing it with a different malefic property or just excluding it altogether. This is completely fine, and won't affect encounter difficulty too much—the stat blocks in this book that have this are not specifically balanced around its presence.

There, cresting the horizon. Yes, that faint body is he, and he comes for me Rejoice, for the end is near, and all life, all pain, all suffering shall be silenced in the perfect eternity of undeath.

Atropus, the World Born Dead, drifts through the gulfs of space, searching for worlds to consume and, when it finds them, erasing all life with its gruesome touch. As the afterbirth of creation, it is committed to unmaking all things.

Nothing, not even the gods, can halt its relentless progress. Atropus dwells in the emptiness between worlds. As it drifts, it casts out with its senses, sampling the emptiness for signs of life.

Once it detects a living thing, it moves toward the source. Since it is such a distant threat, you can assume the elder evil has been around for as long as your campaign setting has existed, and has been traveling toward your world for any number of years. Once Atropus takes an interest in your world, place it in the heavens. It is indistinguishable from the other celestial bodies at the start, and as it comes closer it reveals its sinister character to coincide with the intensifying sign.

Consecration: If a forbiddance , hallow , or temple of the gods spell is cast and is made to affect undead, the effects of this Sign are negated within the area while the spell or spells persist.

However, these spells cannot negate the spontaneous animation of undead within the area. Faint: Spells that raise undead can animate or target twice as many creatures and take effect for twice their normal duration. In addition, undead gain 5 temporary hit points at the start of each of their turns throughout the world.

Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the amount of hit points restored via magical healing is halved throughout the campaign world. Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. Additionally, all undead in the campaign world gain advantage on saving throws against spells and other magical effects, and are immune to effects that turn undead.

The possible campaign outline given in the original book is unchanged. Consult the following table for the suggested level of your party for each section of the original outline. The apocalypse from the sky spell, as detailed in the original book, can only be learned via the book of vile darkness. Its material component, alongside the self-damage it deals and the 9th-level spell slot it requires, makes it a very costly spell to cast. You use part of your own life force to perform this vile ritual.

You take 20d6 necrotic damage that can't be prevent or reduced in any way. Then, each non-undead creature other than you within miles of you takes 10d6 necrotic damage.

In addition to the information given in the original book, a DM may wish to alter the lore of the Forgotten Realms at their table. Instead of constraining Atropus to be a leftover creation of the overgod Ao, they may wish to relate Atropus to Ao in a more equal manner, or they may wish to remove Ao from the setting altogether.

In the latter case, use the default lore provided in the Background section to explain Atropus's origins. Once released, it might seek to transform all the Outer Planes into a mass graveyard. In this case, the Restless Dead sign could represent Atropus drawing nearer to a given plane, intensifying until Atropus is able to enter the plane. The default Sign of Apocalypse for Atropus is certainly a major effect in your campaign world, but some may find it unsatisfying that the Sign is a passive effect that is simply a byproduct of Atropus's approach.

If you wish to make Atropus feel more like an active threat, allow more powerful undead in service to Atropus to descend from the moonlet to your campaign setting. For example, you can take advantage of Atropus's connection to Atropals to make them effective heralds of the moonlet's approach. As stillborn creatures from the Negative Energy plane, atropals also serve as effective heralds in planar campaigns, acting as forerunners for the much larger threat to come.

You can also consider other threats to act as villains in anticipation of Atropus's arrival. For example, while the original outline suggests that Orcus be involved in an interplanar war, you may wish for Orcus himself to beckon Atropus's arrival. In this case, the Bleak General might be a loyal servant of Orcus, rather than betraying him in favor of Atropus.

Another villains include Acererak, Lady Illmarrow and the Order of the Emerald Claw , an aspiring lich or mummy lord, a god of undeath, or a fallen angel or undead celestial. Perhaps even the Worm That Walks chapter 9 has taken an interest in Atropus, and has decided to ally with the World Born Dead so that it may rule the dead world that Atropus leaves behind. Additionally, feel free to alter the details as to how Atropus is summoned.

The suggested campaign outline gives two ways for Atropus to be summoned: the apocalypse from the sky spell, obtained through the book of vile darkness , or the massacre of a major city by demonic forces.

Below are additional possibilities for how Atropus might be summoned:. Lastly, feel free to use the Aspect of Atropus in new and creative ways. For example, perhaps cultists seek to summon the Aspect of Atropus directly to their world; if they succeed, the aspect will annihilate them and every other creature in the setting. Perhaps a villain seeks to take advantage of the aspect for their own gain. If they absorb or take control of the aspect somehow, they may gain control of the moonlet, or their consciousness might be merged with the World Born Dead itself.

Any villain will recognize that the World Born Dead holds the ultimate power over death and undeath, and that if this can be taken advantage of, they will be unstoppable.

This section is unchanged. Reference the original book if you are interested in lore and details regarding the Aspect of Atropus, Caira Xasten, and Gorguth and its mount Skyshadow. Atropus is the moonlet, the location where the player characters confront the elder evil and drive it from their world. The moonlet is spheroid, miles in diameter. When the moonlet approaches close to the home world of your campaign setting assuming Earth as the default , it takes up an orbit just outside the moon's orbit, about , miles from the surface of the world.

If your campaign setting features multiple moons, it begins its orbit outside the orbit of the most distant satellite. Once in position, the moonlet begins to circle the planet, entering a deteriorating orbit and picking up speed as it loses altitude. The rate of fall is up to you, but it should correspond with the progress of your campaign, the intensity of the sign, and the pace that best fits your needs.

Remember, this is a floating head in space, not an astrophysics project; don't worry too much about the time it takes for the moonlet to descend. The moonlet of Atropus is a barren, unforgiving wasteland of dread and despair, littered with undead, star spawn aberrations, and debris picked up from the countless worlds it annihilated.

The following effects take place on and within 60 feet of the moonlet:. The moonlet has few defenses. The dangers of the void are enough to keep enemies at bay.

Unless the moonlet is approached when it has already entered the atmosphere—at which point it is almost too late—characters must contend with the hazardous environment. After 3 rounds of exposure, and at the start of each of its turns thereafter, a creature that is holding its breath must make a DC 20 Constitution saving throw. On a failed save, the creature runs out of breath and is suffocating.

On a failed save of 5 or more, the creature is also stunned until it can breathe again. If the characters set foot on or fly above the moonlet, the undead infesting its surface spill forth. If an encounter features a creature from a book you don't have, pick a result from a book you do have. If the source column lists a source like "EdE 3B", it is referring to the accompanying bestiary for this book. Given the moonlet's size, it could take an entire book to describe every location on its surface.

The following are just a few of the locations appear on the vast "face" of Atropus. For a map of these locations, see the original book. The two areas marked A on the map are part of a large sea of necromantic sludge formed from the decaying afterbirth of creation.

The fluid about feet deep a short distance away from the shoreline. The sea emits an aura of negative energy. All undead within 20 feet of the shore gain advantage on saving throws. Any non-undead creature that come in contact with the Ichor Sea or starts its turn in the seatakes 14 4d6 necrotic damage and must make a DC 23 Constitution saving throw.

On a failed save, a creature suffers one level of exhaustion. If a creature dies to this effect, it rises as an angel of decay EdE 3B after 1d4 rounds. Piercing the side of the moonlet is an enormous pit 70 miles across with no visible bottom. Creatures coming within 20 feet begin to hear the susurrus of Atropus's hate. Each creature that enters the area for the first time on a turn or starts its turn there must make a DC 23 Wisdom saving throw.

On a failed save, a creature suffers from a random form of Short-Term Madness, determined by rolling on the Short-Term Madness table in chapter 8 of the Dungeon Master's Guide. Creatures falling into the pit descend feet until they hit an underground offshoot of the Ichor Sea area A.

Such characters take 70 20d6 bludgeoning damage from the fall in addition to the effects of the Ichor Sea. 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.

Welling up from one of the Eyes of Death see area H is a bubbling torrent of hideous slime. This fluid has the same properties as the Ichor Sea.

This crater is similar to all the other craters marring the moonlet's surface, except that from its depth rises a fetid black ooze—the bilious blood of Atropus. A random undead creature or creatures always attends this place. Undead within 20 feet of the crater have advantage on saving throws, and they gain 10 temporary hit points whenever they start their turn there.

Non-undead creatures touching the foulness at the bottom of the crater are affected as if they had come into contact with the Ichor Sea see area A.

The ground drops away, forming a deep trench between the Ichor Sea and the Great Depth. It extends some 30 feet down. Haunting the depths is twenty star spawn manglers MTF They crawl forth from the trench wall and attacks any creatures they encounter. If you do not have access to the statistics of a star spawn mangler, you can replace them with 11 beholder zombies MM Spewing from 6-inch-diameter pits are streams of poisonous air.

Creatures who require air can breathe here, but whenever a non-undead creature enters the area for the first time on a turn or starts its turn there, it must make a DC 23 Constitution saving throw, taking 33 6d10 poison damage on a failed save, or half as much damage on a successful one. On a failed save of 5 or more, the creature is also poisoned until the end of its next turn.

Creatures slain by the poisonous air rise as wraiths MM 1d4 rounds after death. Each spanning 40 miles across, these glossy black stones reflect no light, seeming to drink in everything shining on their surfaces. These black expanses are in fact the eyes of Atropus and, for as long as the party lingers here, Atropus is aware of their presence. Undead in the area gain advantage on all saving throws, and they also gain immunity to effects that turn undead.

Additionally, creatures in the area can't benefit from resistance to necrotic damage, and they suffer disadvantage on saving throws made against effects that deal necrotic damage. The aspect of Atropus EdE 2B can appear at any time you like once the player characters arrive at the moonlet. 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. This encounter is unchanged, except that the dread boneyard is only capable of summoning one young red bone dragon EdE 5B.

The dread boneyard hides in the field of bones, requiring a DC 20 Wisdom Perception check to spot it. Once a creature comes within 15 feet of the boneyard, it emerges, and initiative is rolled; if the party didn't spot it before it emerged, the boneyard gains surprise over the party. During the first round of combat, the boneyard uses Summon Bone Dragon and Summon Skeletons to summon as many minions as possible. The skeletons will attempt to spread out and attack every party member if possible, while the bone dragon will take to the skies and swoop in only when its Breath Weapon has recharged.

The boneyard will act as the main combatant, attempting to draw the party's fire and engage in melee when possible. This altar is dedicated to Atropus, erected eons ago by an undead servitor. The altar emits a hallow spell in a 60 foot radius, targeting celestials, elementals, and fey. Such creatures can't enter the area, nor can such creatures charm, frighten, or possess creatures within it.

Additionally, undead in the area gain resistance to radiant damage, and whenever they make a saving throw, they can roll a d6 and add the result to the total.

Any space with bones in it is difficult terrain, and creatures that move through it have disadvantage on Dexterity Stealth checks unless they can avoid rattling the bones when they move.

Every minute that a creature searches through the area allows the creature to make a DC 20 Intelligence Investigation check. On a success, the creature finds a random item from the list below:.

The famine spirits work together against the closest foe they can see. At the start of combat, they are within range of the atropal's Turn Resistance Aura, which they will stay within range of unless they determine the party cannot use Turn Undead. Meanwhile, the atropal will cast its innate spells from range, using hold monster on any party member the famine spirits are attacking. It then has several options: it might use negative energy flood to give a famine spirit temporary hit points if you don't own XGE: if the target of the spell is undead, roll 5d12 and give it half as many temporary hit points , or it might use circle of death and cone of cold to attack as much of the party as possible without affecting its allies.

If attacked, the atropal will use misty step to exit melee and will use its Ray of Cold on the target if needed. This crater emanates a field of negative energy.

Non-undead creatures within 5 feet of the crater can't benefit from resistance to necrotic damage. Additionally, any non-undead creature that come in contact with the Ichor Sea or starts its turn in the seatakes 14 4d6 necrotic damage and must make a DC 23 Constitution saving throw.

Creatures that fit inside of the small crater gain half-cover, but it costs an additional 5 feet of movement to enter and exit the crater. After descending, the angels of decay attack split up to attack as many party members as they can. If possible, they stick close to one another so that may heal from each other's Rotting Auras via their Feed on Decay traits. When the aspect of Atropus EdE 2B arrives, it makes its entrance by using Divine Scourge followed by casting meteor swarm , with no concern for the subsequent incineration of the remaining angels of decay.

It uses its first lair action to create an earthquake effect, and it uses its next one to forcibly teleport the party members: it teleports melee opponents into newly formed fissures, and it teleports ranged opponents into its melee range. It consistently uses Waves of Exhaustion to decimate as many party members as it can, but it will favor its Life Drain or Slam if it finds itself to be taking large amounts of damage.

This entire encounter takes place on one of the Eyes of Death. A creature standing entirely on one of these cracks is unaffected by the effects of the Eyes of Death. Fissures created by the Aspect of Atropus's earthquake spell also count as veins of Atropus. The moonlet's surface rumbles as if under the effects of an earthquake spell, requiring all creatures on the ground to succeed on a DC 15 Dexterity saving throw or be knocked prone.

The tremors last for 1d6 rounds, at which point the whole moonlet seems to contract—killing anyone or anything still trapped in a fissure. Then the moonlet rockets away from the world, moving at a speed of 40, feet per round. Characters still on the surface are carried with the moonlet. As it moves away from the world, the Restless Dead sign ends, and creatures animated by its effects collapse, lifeless.

Their song can be heard even now, calling out to their father to bring the eternal cold, the endless darkness of death. A mote of alien thought given form and flesh, Father Llymic is not of this world. He dwells in an icy prison, awaiting a time when the world will be right for his coming.

As his age of freezing darkness draws near, his brood begins to appear, stalking the wastes in preparation for his reign. If he is released from his prison, the entire world will be covered in a deadly glacier, removed from light and hope for all time. Father Llymic sleeps in an icy prison atop one of the world's tallest mountains. Locked away inside a glacier, he beckons any who draw near to his form so that they might be transformed into his servants. With each new servant, he gains more of the strength needed to fully rouse.

Since he lurks in such an inhospitable place, this elder evil is easy to add to any campaign. Only when Father Llymic approaches his full might does the effect become noticeable, as the sun begins to lose the power to contain him. The terrain easily hides his brood, and travelers and remote mountain clans go missing all the time.

Only the most thorough chronicler might notice that one mountain in particular is full of strange tales regarding missing travelers and reclusive natives. The obvious sign of Father Llymic's coming—the darkening of the sun—means that it is almost too late to stop him from waking. Faint: The radius of illumination from natural light sources both bright light and shadowy illumination drops to half normal, to a minimum of 5 feet.

Sunrise occurs 1 hour later than normal, and sunset occurs 1 hour earlier than normal. Moderate: Spells and other effects that create magical darkness take effect for twice their normal duration. The radius of illumination from natural light sources drops to 5 feet. Sunrise occurs 2 hours later than normal, and sunset occurs 2 hours earlier. Finally, average temperatures drop by 2 degrees Fahrenheit all over the world.

Strong: Spells and other effects that create magical darkness have their size doubled in all dimensions and take effect for twice their normal duration. Light produced by spells or other magical effects has its size halved in all dimensions and no longer dispels darkness spells of any level. Natural light sources do not illuminate any area at all, appearing only as dim spots. The sun rises for just 1 hour each day, and global temperatures drop by an additional 4 degrees.

Overwhelming: The sun vanishes altogether. Spells, magic items, and other effects that generate light cease to do so. Spells and other effects that create magical darkness continue to be enhanced as under the strong sign. The average temperature plunges another 10 degrees and drops by 1 degree further every day thereafter. Rather than have Father Llymic be imprisoned upon a block of ice, he may be banished to another plane or some other extradimensional prison for all eternity. As his Brood Spawn spread across the campaign setting, the binds that hold him in his prison weaken, culminating with his arrival in the setting.

Or perhaps Father Llymic isn't imprisoned at all. He might be in the Far Realm or one of the other planes of existence, or in the case of a Spelljammer campaign, he might be on another planet in a distant sphere. In the former case, perhaps Father Llymic has already claimed one of the Outer Planes as his own icy domain.

In the latter case, he might reside in a frozen crystal sphere whose sun has permanently gone dark. Either way, such a campaign would pose Father 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 for your campaign.

As the Sundering draws nigh, Elminster and his heroic cohort must see the signs for what they are. The choice of worlds lies in the balance. A spellbinding collection of wizardry! For centuries, people have been mesmerized by the spectacular tales of wizards.

In this book, you will uncover the mystery behind these sorcerers with folklore, mythology, and poetry from every tradition in the world. From the legendary Telchines, who were entrusted with the upbringing of Olympian gods to the great, wise Gandalf in J. Tolkien's The Lord of the Rings trilogy, the dazzling stories surrounding these magicians are sure to captivate anyone who has ever dreamed of mastering the arcane arts of wizardry. Whether you're interested in exploring the rich history behind these enchanting figures or want to learn more about their magical abilities, you will gain a better understanding of their impact on civilizations as you accompany these powerful conjurors on their spellbinding journeys.

Complete with detailed illustrations, this book reveals the incredible power and age-old wisdom of some of the most extraordinary wizards to ever exist. The dreaded and insidious Shadowmasters had seized the opportunity to increase their influence and power while Mystra and her minions were otherwise engaged.

The Shadowmasters had woven a mgical cloak of spells that would render the wearer invisible to their rival's magic. Half-demon, half-elf monsters infest the glades of the High Forest, the mountains around Evereska, and the very halls of Evermeet itself. They claim a birthright that was taken from them so long ago even the elves who imprisoned them forgot they existed.

For millennia the daemonfey army planned, grew, and waited. Until now House Dlardrageth is an ancient cabal of demon-spawned sun elves who burn for vengeance against the elven realms that defeated them long ago.

Araevin is an elf mage from Evereska who discovers Dlardrageth's return and may have to spend his sanity to defeat them. Ten millennia of hubris, betrayal, failure, and retreat are coming to an end This title, now in mass market edition for the first time, features the Seven Sisters, key characters in many different Forgotten Realms stories. The Seven Sisters are especially associated with Ed Greenwood, creator of the Forgotten Realms and one of its best-known authors. A hero rises from the ranks of slaves!

There, Cephas, a genasi with no memories of his past has spent his entire life fighting But one day a circus of misfits, lead by the crowlike Corvus Nightfeather appear and free Cephas—and for the first time Cephas can harness his inborn powers and control the stones and dirt beneath his feet. The powerful elemental race of the genasi and the xenophobic and ruthless cultures of Calimshan are revealed through the rise of the Forgotten Realms' newest hero. From the Paperback edition.

List of Communities in Manitoba Find descriptions of communities in Manitoba such as geography, culture, climate, health services of various cities, towns and villages. Municipal Contact Information Find various contact information such as your municipal elected representatives, assessment district and your community planning and planning districts.

Social Services Manitoba Department of Families offices.



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