While many horrors beyond our reaches have found their way into the material, other things creep into reality and bring chaos with them in more subtle ways. Some lurk just beyond the veil, while others find others to do their bidding. Whether they seek to destroy us or take over, eldritch powers are slowly becoming more pronounced. It is unlikely that we’ll ever be ready for them. – Finnemin Cobblertoe, Halfling Archivist
Author’s Note: I wanted to make another contribution to the December ’17 blog carnival. So, true to Doc tradition, here’s some more H.P. Lovecraft creations for 5E! You can find more cosmic horrors throughout my blog via relevant tags like ‘lovecraft‘ and ‘cthulhu mythos‘. Read more about the RPG Blog Carnival Blog here.
Magic Items & Artifacts.
Fiddle of Erich Zann (Cursed)
Wondrous item, legendary (requires attunement by a bard)
This fiddle quite simply looks off. The geometry is slightly off-center, the interior looks non-euclidean, the color scheme looks sickly and disgusting. Only a madman would have owned this instrument. And from its strings, an equally horrid tune plays. The music cannot be described as anything from this realm, but is none the less truly ghastly.
The Fiddle works as per the rules on Instrument of the Bards (Dungeon Master’s Guide Page 176), with some differences. The spell list is granted as follows: Dissonant Whispers, Tasha’s Hideous Laughter, Arms of Hadar, Confusion, Hunger of Hadar, Maddening Darkness, Crown of Stars.
Curse. The first time the fiddle (whether as an implement for a spell, for any abilities granted from it or to play music), the user must make a (DC 15) Wisdom saving throw. Upon failure, they receive a short-term madness effect. This saving throw is made throughout the day until the user fails. Upon failure, this will not happen again until the user completes a long rest.
Wondrous item, rare
A standard medical syringe and bottle contain a fluid that glows an eerie light green. Even in the dark, the ominous reagent shines through the shadows, as if a terrifying reminder of its power. When administered to a corpse, it is revived… but incorrectly so. It returns as an angry and vicious monster, only caring to destroy anything that reminds it of life. Some still retain sentience, but most are far gone and feral.
The bottle of the reagent has enough supply to have up to 5 uses. The user simply sticks the syringe in the bottle to drain the appropriate dosage. As an action, the user injects the solution into a corpse. Nearly 1 minute after injection, the corpse is reanimated and brought back to full hit points, but also gain the Undead Fortitude quality as well as immunities to Poison damage and Poisoned condition of the Zombie. However, their alignment changes to Neutral Evil. In addition, they must immediately make a DC 18 Constitution saving throw. Upon success, the character retains full control of their actions, if their death was recent. If the corpse died more than a couple of days ago, they act like a typical zombie, except they can be influenced through Charisma checks. Upon failure, the living dead immediately lashes out in a frenzy, attacking the nearest living creature. While technically living dead, creatures revived by the serum do not count as undead for abilities relating to them, such as Turn Undead and Divine Smite.
Wondrous item, legendary artifact (requires attunement)
This eerie book is wrapped in a rough leather, akin to human skin. The front of the tome even has a stretched human-like face on it, warped in an expression of eternal horror. Inside its pages, you see illustrations of fiendish monsters, impossible aberrations and disgusting warpings of flesh and bone. Its contents are filled with incantations, ramblings and grave warnings. While a chronicle of dark things witnessed by the author, the tome itself has a dark surprise; it’s very much alive.
The Necronomicon is a book with a variety of spells and magical effects, at a price. You gain the following benefits after reading up to 48 hours worth of time in total.
Unspeakable Knowledge. When you spend the required time reading the Necronomicon, it gifts you with taboo knowledge. You gain a +2 ability score bonus to Intelligence, but take -2 penalty to Wisdom upon completing the time required to read through it. In addition, as long as you are attuned, your stat maximum for Intelligence increases by +2. You are proficient in Intelligence (Arcana), (History) and (Religion) if you were not so already. In addition, any checks related to knowledge of the cosmos, strange psychic phenomena, eldritch abominations and aberrations have a doubled proficiency. As long as you are attuned to the Necronomicon, these effects remain. If you are no longer attuned, these effects wear out 24 hours later.
Sanity’s Requiem. When rolling for psychic damage, you may reroll any 1s and 2s, but must keep the end result. In addition, you may temporarily increase the DC any spell involving charming, frightening, illusions or psychic damage by 2. If the spell is concentration based or continuous, the DC adjustment remains as long as the spell is active. When a creature takes psychic damage, you may cause them to make a Wisdom saving throw (DC 20) or take a level of madness as a reaction, once per long rest. If the target has already gained a level madness within 24 hours, they take the next tier (short term, long term, indefinite).
Cosmic Communing. Once every 24 hours, you may attempt to commune with the dark forces of beyond. The user must take 1 minute to enact the ritual and it lasts for 1 hour afterwards. This effect works similar to Commune or Augury. The DM, acting as an Old One may be contacted in this manner. They’ll speak in a strange and alien tongue. Should the user understand them, they’ll receive cryptic and bizarre messages. These statements are ominous and hint at something horrid in the near future. However, they also bestow insights upon the user. In addition to gaining knowledge, the user gains a greater awareness of the environment around them. For 8 hours after finishing their encounter with the Elder Being, they are counted as being under the effects of the Foresight spell.
CURSE. Curse of Eldritch Horror. Upon attuning with the Necronomicon, the user begins to go insane. They are haunted by disturbing visions of horrible creatures and inevitable dooms. Dark revelations begin to make more or more sense to an increasingly worried mind. The user automatically gains an indefinite madness effect, which cannot be removed while the curse affects the user and/or while the user is attuned. Any spells that would ordinarily rid the effect fail in this case. To make matters worse, sanity actively falls while attuned. Every day after attunement, the user must make a Wisdom saving throw (DC 20). Failure results in losing 1 point of Wisdom, thus making subsequent saves harder. Alternatively, you may use the Sanity stat for both saving throws and damage. Consult rules for Sanity and Madness within the Dungeon Master’s Guide. Greater Restoration will allow the victim to receive one lost point of Wisdom/Sanity per casting.
Random Properties. The Necronomicon has the following randomly determined properties:
- 2 minor beneficial properties
- 1 major beneficial property
- 3 minor detrimental properties
- 2 major detrimental properties
Denizen of Leng
Medium aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 93 (11d8 + 33)
Speed 40 ft.
STR 14 (+2) DEX 19 (+4) CON 18 (+4) INT 18 (+4) WIS 16 (+3) CHA 20 (+5)
Saving Throws. Strength +5, Wisdom +6
Skills. Deception +11, History +7, Insight +6
Damage Resistances. cold, lightning, thunder
Damage Immunities. poison
Condition Immunities. poisoned
Senses. darkvision 60ft., passive Perception 13
Languages Deep Speech, tongues
Challenge 7 (2,900 XP)
True Dreamlander. Denizens of leng do not need to breath.
Innate Psionics. The Denizen of Leng has control over innate psychic abilities, using its Charisma modifier as a casting stat. (DC 16, spell attack +8). The Denizen of Leng doesn’t require any material components for these abilities.
- Constant: tongues
- 3/Day each: detect thoughts, false life, hypnotic pattern, mind spike
- 1/Day: mental prison, plane shift (self only)
Magic Resistance. The Denizen of Leng has advantage on saving throws against magical effects and spells.
Regeneration. At the start of its turn, the Denizen of Leng regains 5 hit points.
Multiattack. The denizen of leng may attack with either claws or staff twice.
Bite. Melee Weapon Attack. +5 to hit, range 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Plus, the target is afflicted by the otherworldly teeth and tongue of the denizen, causing their Dexterity score to be reduced by 1d4. The target dies if their Dexterity is reduced to 0 or less. Otherwise, the reduction lasts until the target finishes a short or long rest.
Claw. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 11 (3d4 + 4) slashing damage.
Staff. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 11 (2d6+ 4) bludgeoning damage.
Hound of Tindalos
Medium aberration, chaotic evil
Armor Class 20 (natural armor)
Hit Points 142 (19d8 + 57)
Speed 40 ft.
STR 15 (+2) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 19 (+4) CHA 10 (+0)
Saving Throws. Charisma +3
Skills. Perception +10, Stealth +7, Survival +7
Condition Immunities. exhaustion
Senses. Darkvision 120ft., passive Perception 20
Languages Deep Speech, Tindalos
Challenge 9 (5,000 XP)
Keen Smell. Wisdom based checks (Perception) relying on a sense of smell have advantage.
All Nightmare Long. The Hound of Tindalos can use its perception check to indentify the location of magic, a spellcaster or the like within a 1 mile range. In addition, it can mark a creature within sight of it as a reaction. The target must make an Intelligence saving throw (DC 15). Upon failure, the marked creature has disadvantage to Stealth rolls while in the same plane as the Hound. Meanwhile, the Hound has advantage on checks to track their prey. This lasts until the target escapes the plane or completes a long rest. Upon success, the target cannot be marked for 24 hours. Should the Hound of Tindalos choose a new victim, the effect on the previous one ends.
Innate Psionics. The Hound of Tindalos can use some minor psychic powers. Its Wisdom is its casting stat (DC 15, spell attack +7)
- at-will: detect magic, cause fear, fog cloud, invisibility
- 3/day: locate creature, locate object, misty step
- 1/day: scrying
Plane Shift (Recharge 6). The Hound of Tindalos may take 10 minutes to prepare a pseudo-ritual, allowing it to use the Plane Shift spell. Upon using it and failing to recharge, it must wait 1 hour before trying again.
Multiattack. The Hound of Tindalos may make up to three attacks per round. Only one may be its tongue.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage plus 4 (1d8) acid damage. The Hound of Tindalos can substitute damage for grabbing the target instead. The target must then take the escape action (DC 13) to break free.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) piercing damage.
Tongue (Recharge 5 or 6). Melee Weapon Attack +5 to hit, reach 5 ft., one grappled target. Hit: 11 (2d6 + 4) piercing damage plus 18 (4d8) psychic damage. In addition, the target’s maximum hit points is reduced by the amount of psychic damage taken.
Image Credit: Plateau of Leng – Jeff Remmer
Made by Doctor Necrotic, for Doctor Necrotic Media. All rights reserved.