Star Spawn

The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.

Jump to: Star Spawn Grue | Star Spawn Hulk | Star Spawn Larva Mage | Star Spawn Mangler | Star Spawn Seer

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet--or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.

Elder Evil Blessings

Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.

Cult of Atropus, the World Born Dead The cultist has the action

Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cult of Borem of the Lake of Boiling Mud The cultist has the action

Borem's Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target's speed is halved, it can't use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.

Cult of Haask, the Voice of Hargut The cultist has the action

Haask's Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target's next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can't be targeted directly by any attack or other effect while it's in the slug-like form, but it is subject to areas of effect as normal.

Cult of Tharizdun, the Chained God The cultist has the action

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 have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.

Cult of Tyranthraxus, the Flamed One The cultist has the action

Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one.


Star Spawn Grue

Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of hopelessness.

Environment

Extraplanar

Token

Star Spawn Grue

Small aberration, Typically Neutral Evil


  • Armor Class 11
  • Hit Points 17 (5d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 6 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities psychic
  • Condition Immunities
  • Skills
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Deep Speech
  • Challenge 1/4

Aura of Shrieks. Creatures within 20 feet of the grue that aren't Aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.

Actions

Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.


Star Spawn Hulk

The hulk is one of the largest of the known star spawn, with glistening, translucent skin. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose.

Hulks are seldom encountered without a commanding star spawn seer nearby. A hulk appears to have little will of its own and is driven to protect its master.

Environment

Extraplanar

Token

Star Spawn Hulk

Large aberration, Typically Chaotic Evil


  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10 + 65)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1)

  • Proficiency Bonus +4
  • Saving Throws Dex +3,Wis +5
  • Damage Vulnerabilities
  • Damage Resistances bludgeoning,piercing,and slashing from nonmagical attacks
  • Damage Immunities
  • Condition Immunities charmed,frightened
  • Skills Perception +5
  • Senses darkvision 60 ft.,passive Perception 15
  • Languages Deep Speech
  • Challenge 10

Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.

Actions

Multiattack. The hulk makes two Slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Reaping Arms (Recharge 5-6). The hulk makes a separate Slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.


Star Spawn Larva Mage

A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef--usually a warlock or other spellcaster--contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation; what emerges is wholly alien.

Environment

Extraplanar

Token

Star Spawn Larva Mage

Medium aberration, Typically Chaotic Evil


  • Armor Class 16 (natural armor)
  • Hit Points 168 (16d8 + 96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3)

  • Proficiency Bonus +5
  • Saving Throws Dex +6,Wis +6,Cha +8
  • Damage Vulnerabilities
  • Damage Resistances cold; bludgeoning,piercing,and slashing from nonmagical attacks
  • Damage Immunities psychic
  • Condition Immunities charmed,frightened,paralyzed,petrified,poisoned,restrained
  • Skills Perception +6
  • Senses darkvision 60 ft.,passive Perception 16
  • Languages Deep Speech
  • Challenge 16

Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the mage reforms from it 24 hours later.

Actions

Multiattack. The mage makes three Slam or Eldritch Bolt attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.

Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 19 (3d10 + 3) force damage.

Plague of Worms (Recharge 6). Each creature other than a star spawn within 10 feet of the mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. The mage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): * At will: mage hand, message, minor illusion * 1/day: dominate monster

Reactions

Feed on Weakness. When a creature within 20 feet of the mage fails a saving throw, the mage gains 10 temporary hit points.

Legendary Actions

The mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mage regains spent legendary actions at the start of its turn.

Slam. The mage makes one Slam attack.

Eldritch Bolt (Costs 2 Actions). The mage makes one Eldritch Bolt attack.

Feed (Costs 3 Actions). Each creature restrained by the mage's Plague of Worms takes 13 (3d8) necrotic damage, and the mage gains 6 temporary hit points.


Star Spawn Mangler

A mangler is a low-slung, creeping horror with multiple gangly arms--it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel.

Environment

Extraplanar

Token

Star Spawn Mangler

Medium aberration, Typically Chaotic Evil


  • Armor Class 14
  • Hit Points 71 (13d8 + 13)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (-2)

  • Proficiency Bonus +3
  • Saving Throws Dex +7,Con +4
  • Damage Vulnerabilities
  • Damage Resistances cold
  • Damage Immunities psychic
  • Condition Immunities charmed,frightened,prone
  • Skills Stealth +7
  • Senses darkvision 60 ft.,passive Perception 11
  • Languages Deep Speech
  • Challenge 5

Ambusher. The mangler has advantage on initiative rolls.

Actions

Multiattack. The mangler makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.

Flurry of Claws (Recharge 5-6). The mangler makes six Claw attacks. Either before or after these attacks, it can move up to its speed without provoking opportunity attacks.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the mangler takes the Hide action.


Star Spawn Seer

A star spawn seer is most often encountered as the leader of a cult dedicated to one or more Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. The seer's goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil's realm.

An entity that appears as a star spawn seer in the Material Plane usually arrives disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer's body. The mortal's hands become bulky, flipper-like appendages able to grasp the seer's strange staff formed of a blend of flesh, bone, and star stuff.

A star spawn seer is almost always accompanied by one or more star spawn hulks. Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn't hurt, and the effect ricochets off and expands to assault other creatures.

Environment

Extraplanar

Token

Star Spawn Seer

Medium aberration, Typically Neutral Evil


  • Armor Class 17 (natural armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 18 (+4) 22 (+6) 19 (+4) 16 (+3)

  • Proficiency Bonus +5
  • Saving Throws Dex +6,Int +11,Wis +9,Cha +8
  • Damage Vulnerabilities
  • Damage Resistances cold; bludgeoning,piercing,and slashing from nonmagical attacks
  • Damage Immunities psychic
  • Condition Immunities charmed,frightened
  • Skills Perception +9
  • Senses darkvision 60 ft.,passive Perception 19
  • Languages Common,Deep Speech,Undercommon
  • Challenge 13

Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain, and its movement doesn't provoke opportunity attacks.

Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. The seer makes two Comet Staff or Psychic Orb attacks.

Comet Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.

Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one creature. Hit: 27 (5d10) psychic damage.

Collapse Distance (Recharge 6). The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target's original space takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage and isn't teleported.

Reactions

Bend Space. When the seer would be hit by an attack roll, it teleports, along with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.