Star Spawns – The Agents of the Elder Evils

Star Spawn are a group of aberrant creatures that serve the Elder Evils, ancient and powerful beings that dwell in the farthest reaches of the multiverse. Star Spawn are not native to any world, but rather travel through the cosmos in search of new planets to corrupt and destroy. They are the heralds and agents of the Elder Evils, spreading their influence and preparing the way for their arrival.

Star Spawn come in various shapes and sizes, but they all share some common traits. They have dark, slimy skin, tentacles, claws, and eyes that glow with malevolence. They are immune to psychic damage and have a powerful mind-affecting aura that can cause fear, madness, or domination in their enemies. They can communicate telepathically with each other and with their masters, and they often work in coordination to achieve their goals.

Star Spawn are enemies of all life, but they have a special hatred for aberrations that oppose the Elder Evils, such as mind flayers, aboleths, and beholders. They also seek to destroy any sources of divine power that could interfere with their plans, such as temples, holy relics, or celestial beings. Star Spawn are relentless and ruthless in their mission, and they will stop at nothing to bring about the end of all things.

Star Spawn Grue

Star Spawn Hulk

Star Spawn Larva Mage

Star Spawn Seer

Who are the Elder Evils?

The Elder Evils are ancient and powerful beings or entities that dwell in the farthest reaches of the multiverse. They are not gods, but their power could rival or even surpass that of demigods. They are the enemies of all life, and they seek to destroy or corrupt the worlds they encounter. Some of them are so alien and incomprehensible that they defy any classification or description.

The Elder Evils are not a unified group or a coherent pantheon. They have their own agendas and motivations, and they rarely interact with each other. Some of them may be unaware of the existence of others, or may even be hostile to them. However, they all share a common trait: they are evil to the core, and they have no regard for the consequences of their actions. They are the ultimate threats to any campaign, and they can serve as a way for the Dungeon Master to end a current story arc or challenge epic-level characters.

The Elder Evils have various origins and forms. Some of them are primordial forces that predate the gods, such as Dendar the Night Serpent, Kezef the Chaos Hound, and Ityak-Ortheel, the Elf Eater. Some of them are aberrations that originate from the Far Realm, such as Bolothamogg, Holashner, Piscaethces, and Pandorym. Some of them are constructs or artifacts that have gained sentience and malice, such as Atropus, the World Born Dead, and Zargon, the Returner. Some of them are creatures that have undergone horrific transformations or mutations, such as Father Llymic, Ragnorra, Sertrous, and The Worm That Walks. And some of them are mysteries that defy any explanation, such as The Hulks of Zoretha and The Leviathan.

The Elder Evils are not easy to encounter or defeat. They often reside in remote or hidden locations, such as deep underground, in outer space, or in other planes of existence. They have loyal cults or minions that serve them and protect them from intruders. They have powerful defenses and abilities that can challenge even the most prepared adventurers. And they have signs of their impending arrival or awakening that can cause fear, madness, or domination in their enemies. The Elder Evils are not meant to be fought head-on, but rather to be avoided, delayed, or sealed away by clever and heroic actions.

How to use the Old Ones from the Cthulhu mythos instead of the Elder Evils

If you are a fan of the Cthulhu mythos, or if you want to add more variety and horror to your campaign, you may consider using the Old Ones from the Cthulhu mythos instead of the Elder Evils as the masters of the Star Spawn. The Old Ones are a group of ancient and powerful beings that exist in various dimensions and planes of existence, and that have a profound influence on the history and destiny of the world. Some of the most famous Old Ones are Cthulhu, Nyarlathotep, Azathoth, Yog-Sothoth, and Shub-Niggurath.

Using the Old Ones instead of the Elder Evils can offer some benefits and challenges for your game. Some of the benefits are:

  • You can use existing sources and materials from the Cthulhu mythos, such as books, games, movies, or art, to inspire your campaign and create a rich and immersive atmosphere.
  • You can create more mystery and suspense for your players, as they try to uncover the secrets and plans of the Old Ones, and face their cults and minions.
  • You can explore themes such as madness, corruption, futility, and cosmic horror, as your players witness the power and influence of the Old Ones, and realize how insignificant and helpless they are in comparison.

Some of the challenges are:

  • You may need to adapt or modify some aspects of the Star Spawn or the Old Ones to fit your campaign setting and tone. For example, you may need to change their names, appearances, abilities, or motivations to suit your preferences or avoid confusion.
  • You may need to balance the difficulty and danger of encountering the Star Spawn or the Old Ones, as they are usually very powerful and deadly foes. You may need to adjust their stats, actions, or effects to make them more or less challenging for your players.
  • You may need to consider the impact and consequences of using the Old Ones instead of the Elder Evils on your campaign world and story. For example, you may need to decide how common or rare their presence is, how they interact with other factions or forces, and how they affect the environment or society.

Using the Old Ones from the Cthulhu mythos instead of the Elder Evils can be a fun and rewarding way to spice up your campaign and challenge your players. However, you should always keep in mind your players’ preferences and expectations, and make sure that everyone is having a good time. Remember that you are not bound by any rules or canon, but rather by your own imagination and creativity.

Zardock’s Journal: The Clay Table of the Netheril Ruins
Entry #5
Date: 15 Klarmont 1020
Location:
 The Ruins of Netheril, Anauroch Desert

Today, I made a shocking discovery in the ruins of Netheril, the ancient empire of magic that fell into ruin centuries ago. I was exploring one of the many underground chambers that once housed the powerful arcanists and their secrets, when I stumbled upon a clay tablet that caught my eye. It was unlike any other tablet I had seen before, as it had a strange drawing engraved on it. The drawing depicted a humanoid creature with dark skin, tentacles, claws, and eyes that were dim and lifeless. It was a Star Spawn, a type of aberrant creature that serves the Elder Evils, ancient and powerful beings that dwell in the farthest reaches of the multiverse.

I was both fascinated and terrified by this discovery. What was the meaning of this tablet? Why was it here, in the ruins of Netheril? Did the Netherese arcanists have any contact or connection with the Star Spawn or the Elder Evils? If so, what did they learn from them, and what did they do with them? And most importantly, what happened to them?

I decided to take the tablet with me, hoping to find some answers to these questions. I carefully wrapped it in a cloth and placed it in my backpack. As I did so, I felt a sudden chill run down my spine, as if someone or something was watching me. I looked around, but saw nothing but dust and darkness. I shrugged it off as a trick of my mind, and continued my exploration.

However, as I proceeded deeper into the ruins, I began to notice some strange phenomena. The air became colder and thicker, and I felt a pressure on my chest. The walls and floors started to crack and crumble, and I heard faint whispers and screams in my ears. The shadows seemed to move and twist, and I saw flashes of light and color in the corners of my eyes. And worst of all, I felt a growing sense of dread and despair in my heart.

I realized that something was wrong, very wrong. The tablet was affecting me somehow, or perhaps it was a trigger for something else. Maybe it was a trap, or a warning, or a sign of something terrible that lurked in these ruins. Whatever it was, I knew I had to get out of here as soon as possible.

I turned back and ran towards the exit, but it seemed farther than before. The passages became narrower and more twisted, and the walls closed in on me. The whispers and screams became louder and more frantic, and the shadows became more menacing and aggressive. And worst of all, I felt a presence behind me, following me, hunting me.

I reached for my backpack, hoping to get rid of the tablet and end this nightmare. But as I did so, I felt a sharp pain in my hand. I looked down and saw blood dripping from my fingers. The tablet had cut me somehow, or perhaps it had bitten me. I dropped it on the ground and kicked it away from me. But as I did so, I saw something horrifying.

The eyes of the creature on the tablet started to glow with malevolence. They pierced through the darkness and locked onto me. They burned with hunger and hatred.

I screamed and cast a teleport spell to leave the ruins and the tablet behind.