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		<id>http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194780</id>
		<title>Elder Evils</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194780"/>
		<updated>2019-09-20T08:17:48Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7EC5:A000:719E:E0E7:F61B:8041: /* Pandorym */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Elder Evils]] are ancient evil beings of immense power whose existence threatens the world.  Some Elder Evils are gods, while others are merely god like beings, such as extremely powerful [[Fiend]]s and creatures of the [[Far Realm]].  The concept of Elder Evils was first talked about in the book [[Lords of Madness]], which lists five beings of immense power that are respected by the Aboleths as the closest thing they have to gods.  Later, the [[Splatbook]] Elder Evils went into detail about how to use Elder Evils in a campaign.  Elder Evils are also mentioned in 4th and 5th edition.&lt;br /&gt;
&lt;br /&gt;
=3rd Edition=&lt;br /&gt;
==Lords of Madness==&lt;br /&gt;
While most [[Aboleth]]s do not worship gods, there are five godlike beings that they pay respects to, which are described in the book [[Lords of Madness]].&lt;br /&gt;
* [[Bolothamogg]], Him Who Watches from Beyond the Stars: A primal force that keeps the multiverse separated from the outer dimensions.&lt;br /&gt;
* [[Holashner]], the Hunger Below: A gigantic centipede squid thing that eats its way through the material plane, leaving behind a black substance that can be compressed into Bilestone, a substance that debilitates non-aberrations.&lt;br /&gt;
* [[Piscaethces]], The Blood Queen: The origin of aboleths. She wanders throughout the multiverse spawning new aboleths. If she were to ever return aboleths would see it as proof that the multiverse isn&#039;t infinite.&lt;br /&gt;
* [[Shothotugg]], Eater of Worlds: A mass of liquid that travels between worlds, poisoning and parasitizing them and slowly changing the laws of the multiverse as it does so.&lt;br /&gt;
* [[Y&#039;chak]], The Violet Flame: A pillar of violet flames concealing a form so horrifying it would destroy anyone who looked at it. It encourages mortals to worship evil gods and may be responsible for the creation of many of those gods.&lt;br /&gt;
&lt;br /&gt;
==Elder Evils (the book)==&lt;br /&gt;
The book Elder Evils was released near the end of 3.5 edition as a tool for dungeon masters wanting to end their current campaign and switch to 4th edition. The Elder Evils described in the book are entities with the potential to end the world, and thus end the campaign if the players fail to stop them, or act as a satisfyingly epic final boss for the players. The book instructs the DM on how to base a campaign around stopping one of these beings. The book does not describe every detail of the campaigns like most books, but instead gives a general outline of the plot, plus the stats for major enemies the players will encounter, and details of the final dungeon, and what adjustments to make if the campaign is set in [[Faerun]] or [[Eberron]]. Many of them are not stated, as they are too powerful when fully unleashed for the players to stop, but instead only have stats for an aspect of them.&lt;br /&gt;
&lt;br /&gt;
===[[Atropus]]===&lt;br /&gt;
Known as The World Born Dead, Atropus is a moon sized undead creature that is as old as creation and desires the end of all life. It destroys worlds by crashing on them and then draining them of all positive energy. Atropus cannot be destroyed, but the players can drive it away. As Atropus approaches the world necromancy spells become more powerful and the dead begin to rise as undead spontaneously. Atropus itself has no stats, but the Aspect of Atropus is a CR 23 undead. Atropus is also infested with many kinds of undead, including famine spirits, advanced deathshriekers, rage winds, angels of decay, nightcrawlers, nightwalkers, nightwings, dread wraiths, and a single dread boneyard. Atropus is also a very hostile environment with no atmosphere unless it is about to collide with the world, and has a variety of effects that harm the living and boost the undead.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Caira Xasten (human, level 5 bard, level 5 rogue, level 10 [[Ur-Priest]]) wants to attract Atropus to destroy the world to get revenge on the gods, blaming them for the death of her husband who was killed by a falling meteorite. To do this she and her cult first seek out a book about Atropus, then try to obtain the [[Book of Vile Darkness]] in order to learn the &#039;&#039;apocalypse of the sky&#039;&#039; spell which she will attempt to cast on a large city to attract Atropus with the mass death. Meanwhile, the world is also invaded by a powerful general of [[Orcus]] who also wants to summon Atropus named Gorguth ([[Bodak]], level 2 ranger, level 1 fighter, level 9 blackguard), who rides on a powerful construct named Skyshadow and leading his own army of the undead to cause mass death. After failing to stop either one of them, the players then must travel to Atropus and battle against a variety of undead monsters until they find and defeat the aspect of Atropus, which will cause Atropus to retreat.&lt;br /&gt;
&lt;br /&gt;
=== [[Father Llymic]] ===&lt;br /&gt;
Father Llymic is an entity from the [[Far Realm]] that sleeps in an icy prison that melts in darkness and thickens in sunlight. It wants to remake the world to be more hospitable to itself and its children. Which it then creates by spreading a plague that turns the infected into creatures like itself, which are known as brood spawn. The more people Father Llimic infects, the more he comes out of his sleep, and as it awakes the sun starts to go out, and darkness spells grow stronger while light spells weaken. He is called Father Llymic because he often projects an illusion of a friendly old man. Its true form is a massive demon like creature with scythes for arms, three eyes, and skin covered in icy crystal, with a CR of 18. Beings converted into brood spawn gain similar features.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the player are sent to investigate the disappearance of a caravan that was attacked by a tribe of barbarians that worship Father Llymic. After this a huge glacier and icy weather spreads down from the mountain where Father Llymic is imprisoned and strange ice monsters start attacking people. Soon whole towns and villages are transformed into brood spawn as the weather gets worse and worse while the sun gets darker and darker. The players must travel up the mountain while battling through mad cultists and many kinds of brood spawn to face and defeat Father Llymic.&lt;br /&gt;
&lt;br /&gt;
===The Hulks of Zoretha===&lt;br /&gt;
The Hulks of Zoretha are five giants made of stone from another world that plan to exterminate all life on this plane to make room for them to repopulate it with their own kind. As they awaken, the moon turns red, causing people to experience uncontrollable rage. Four of the hulks are female and are each associated with a different element while the last one is male and has wings. They are also completely indestructible as long as they are asleep. All of them are CR 16.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Soelma Nilaenish (elf, level 7 wizard, level 10 loremaster, level 1 rogue) hires the party to recover a copy of the Zoretha Scrolls, then later hires them again to protect the scrolls. She then travels with the party to stop the leader of the cult of Zoretha, Janwulf the Soulbiter (ice giant, level 11 bard). But after Janwulf is defeated Soelma betrays the party and takes control of the cult herself. Soelma is in fact horribly depressed and wants the world to be destroyed, while the old leader of the cult, Janwulf actually had no interest in waking up the hulks and just wanted power. The party then stops Soelma from completing the ritual to wake up the hulks but the moon doesn&#039;t return to normal and the whole world is at war. A single cultist escapes from the players and finishes the ritual to wake up the hulks and the players must then destroy them.&lt;br /&gt;
&lt;br /&gt;
===The Leviathan===&lt;br /&gt;
An immense sea monster that will destroy the world if it ever wakes up. As it gets close to awakening, the world is affected by extreme weather. The Leviathan does not have stats, as it is too big for the players to fight, but the players may battle against aspects of the leviathan, which are CR 16, or an advanced aspect, which is CR 20.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players save a port town from a disaster and are sent to investigate the cause of the strange weather. The party then encounters an defeats a cult that worships the leviathan, but their leader, a mysterious man named Enshaddon, escapes. Enshaddon is actually an advanced vampiric [[Ixitxachitl]] with 16 cleric levels named Axihuatl. He is a worshiper of Demogorgon and wants to partially wake up the leviathan using a shard of chaos in order to flood the world. After the players first disrupt his plans, he sends Marcus Hape (human, level 4 rogue, level 4 assassin, level 4 thrall of Demogogon) to kill them. With the help of a sage named Mytus who provides the players with magic and equipment for underwater travel, the players attack a temple located in a hollow spine on the leviathan&#039;s back and interrupt Axihuatl&#039;s ritual to wake up the leviathan, causing him to lose control of the beast. Axihuatl then allies with the players because he does not want the leviathan to completely destroy the world. They must then travel deeper into the temple and throw the shard of chaos into a pit at the bottom to put the leviathan back to sleep.&lt;br /&gt;
&lt;br /&gt;
=== [[Pandorym]] ===&lt;br /&gt;
In ancient times, a group of wizards wanted to blackmail the gods, so they summoned an intelligent superweapon from another dimension which they named Pandorym, but then betrayed and sealed Pandorym away by separating its mind from its body and imprisoning them separately. The gods didn&#039;t like being threatened so they wiped the wizards out as soon as they had finished sealing Pandorym away. Pandorym desires to get revenge on the descendants of the wizards that imprisoned it, then fulfill its contract with them by killing all the gods, and if it is unable to return home after this it will destroy the world too. As Pandorym gets close to being freed, a glyph spreads across the sky that interferes with the connections between planes, making many kinds of magic more difficult to use, especially conjuration. Pandorym&#039;s mindless body resembles a larger than normal [[Sphere of Annihilation]] that always moves towards anyone that tries to control it, which is kept in an extradimensional prison. Its mind is trapped inside of a crystal. When this crystal is damaged a shard of its mind may escape, which has a CR of 25. Its fully released mind does not have stats, as it is too powerful for the players to defeat; if it does completely escape from the crystal prison, then only divine intervention can stop it from returning to its body.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Tune Majii (human, Level 2 bard, level 2 wizard) hires the player to find her missing father Lucather (quell, level 8 enchanter, level 10 loremaster), who has become enslaved to Pandorym. Meanwhile, the gods begin sending their mortal followers warnings that somebody is trying to unleash an unimaginably powerful evil. This person turns out to be a [[Lawful Stupid]] [[Inevitable]] named Obligatum VII (kolyarut, level 3 [[Hexblade]], level 5 [[Occult Slayer]]), who wants to release Pandorym because Pandorym&#039;s contract was violated and it must correct this regardless of the consequences. The players will have to travel to the prison where Pandorym&#039;s mind is kept and defeat Lucather and Obligatum VII as well as the prison&#039;s guardian constructs and undead. If they succeed in killing Obligatum VII, they may then have to travel to [[Mechanus]] to prevent Obligatum VIII from being made.&lt;br /&gt;
&lt;br /&gt;
=== [[Ragnorra]] ===&lt;br /&gt;
Ragnorra is an entity of corrupted life that wants to remake all life to fit her own ideals of what life should be. She travels between worlds in the form of a red comet, which crashes down on the world and begins spreading her skin and nerves over the planet, warping all creatures into aberrations. As Ragnorra gets closer to landing, positive energy spells become stronger but also cause gross blemishes, Ragnorra&#039;s spores start to fall from the sky that turn things into swarms of pests, living things gain healing abilities but are slowly corrupted into aberrations, and eventually even the dead start rising as aberrations, while undead are forced to flee unless they are underground. When Ragnorra crashes onto a planet she is reduced to a fraction of her full size but is still gargantuan size and has is CR 19 in both her initial form after landing, and her True Mother form taken when she merges with the neurotangle.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, a cult that worships Ragnorra called the Malshapers attempts to attract Ragnorra to the player&#039;s world using kidnapped people and other stolen living entities as bait to guide her on her path to the world. The leader of the cult is Irthicax Vane ([[Zenythri]], level 17 monk), whose world was destroyed by Ragnorra and once fought against her, but eventually went mad and turned to worshiping her, though the players may be able to convince him to help stop her. As Ragnorra approaches, mysterious springs with healing properties start popping up everywhere that are controlled by the Malshapers. Swarms of vermin begin appearing in cities, and in response to this undead beings start showing up to fight them. As the red comet continues to get closer the undead all start leaving. While the players are investigating to see if the undead are planning anything, they get repeatedly attacked by low rogues sent the Malshapers. Then an [[Aboleth]] mage with the ability to breath air falls from the sky and enslaves the risen corpses of the Malshapers. Then Ragnorra crashes into the earth and creates an enormous crater full of aberrations and corrupt flesh. The players must travel across this crater to reach the center and confront Ragnorra. Once she has transformed into her True Mother form, the players must defeat her by breaking her connection with the planet, and thus forcing her to leave.&lt;br /&gt;
&lt;br /&gt;
===[[Sertrous]]===&lt;br /&gt;
Sertrous was a powerful [[Obyrith]] that was killed in the distant past, but whose spirit clings to life in his severed skull. He was first killed for refusing to serve [[The Queen of Chaos]] but his spirit escaped to the material plane where he possessed a snake an made it into his new body. After he sent armies of snakes and monsters to attack mortals because he was jealous of the worship the gods received from them, he was then killed again by a Solar named Avamerin, but not before Sertrous revealed the secret that divine magic is possible to gain from any kind of faith, not just faith in a god. Avamerin at first didn&#039;t understand what Sertrous had said and shared the words with others, and when godless clerics started appearing as a result he was punished by being demoted to a Planetar. Avamerin then turned on his god and began working to bring Sertrous back to life. Avamerin now leads a cult of heretical [[Yuan-ti]] called The Vanguard of Sertrous that claims Sertrous is the true creator of the Yuan-ti. As Sertrous gets closer to returning to life, encounters with snakes and snake-like monsters become more and more frequent. Sertrous does not have stats because he is nothing but a immobile skull, but the players may fight against a CR 23 aspect of Sertrous.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players are hired to find out why a merchant has cut contact with his business partners and discover that he has fallen under the sway of a group of Yuan-ti who are lead by somebody named Seghulerak (Yuan-ti abomination, level 10 cleric, level 5 thaumaturgist) and do not worship the traditional Yuan-ti gods. Seghulerak and the Vanguard of Sertrous seize control of a major Yuan-ti city and start setting up &#039;&#039;serpentgates&#039;&#039; in temples around the world from which to launch invasions. The players investigate an infestation of snakes and interfere with the creation of one of these gates. The players eventually makes their way to the city where the Vanguard of Sertrous is based after many battles against Yuan-ti and other snake monsters and defeat Seghulerak, but her body vanishes when she is killed, leaving behind a pile of dead headless snakes. After some investigation the players learn about the Serpent Reliquary, an extradimensional temple that is the true base of the Vanguard. The players locate the portal the Reliquary and defeat Seghulerak again. After this they meet Avamerin, who will try to trick the players into leaving by lying that Sertrous never existed and this was all a test by the gods. If the players attack and defeat him, he is transformed into the aspect of Sertrous which the players must destroy. If the players are dumb enough to fall for his trick, he might send them to a layer of the abyss disguised as their home.&lt;br /&gt;
&lt;br /&gt;
===The [[Worm That Walks]]===&lt;br /&gt;
The Worm That Walks is an evil demigod named [[Kyuss]] that wants to conquer the world and bring about the age of worms to become a full god. As get gets closer to escaping his prison, the world becomes infested with giant centipedes and other worm-like monsters. [[Kyuss]] was once a prophet of an evil god who attempted to ascend to godhood by sacrificing all of his followers and transforming into a great monster made of worms, but he got stuck between mortality and godhood and trapped inside an obelisk. The Worm That Walks is a CR 20 aberration.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Edwin Tolstoff (human lesser worm that walks, level 3 necromancer, level 3 cleric, level 10 true necromancer), a villain from the book [[Exemplars of Evil]], escapes from his prison by having his grandchildren kill their mother and release him, causing spawn of Kyuss to start appearing. Edwin wants to released Kyuss from his prison because he hates being a worm that walks and hopes that Kyuss will either kill him or restore his humanity. The players are called to solve a murder mystery, whose culprit is a wererat named Draen, who works for Katarin Tolstoff. After solving this mystery, people are kidnapped and the players track them down to find an [[Avolakia]] who is turning his captives into spawn of Kyuss. Though the players defeat him, people continue disappearing all over the nation. When the party&#039;s spellcaster visits a local wizard&#039;s guild, they find that it has been ransacked and most of the wizard transformed into undead by Edwin. The most notable item he has stolen is a [[Well of Many Worlds]]. The Herald of Kyuss (Avolakia, level 8 cleric) working for Edwin then poses as an NPC ally the players know and tells them that a wizard named Emirikol the Chaotic is planning to destroy the universe by putting a [[Sphere of Annihilation]] into the well. This is a trick by Edwin to give him the chance to steal a Talisman of the Sphere from Emirikol while the players are fighting him. But Edwin is unable to find a sphere of annihilation, and so anonymously hires the players to go to the [[Tomb of Horrors]] and secretly follows them so that he can steal the sphere from the tomb. The players then must chase him to Wormcrawl island to stop him from using it to break Kyuss&#039;s prison. When he reaches the obelisk he completes the ritual and places the sphere of annihilation into the well of many worlds, creating a black hole and releasing Kyuss. The players will have to defeat Kyuss and stop the black hole from destroying reality if it isn&#039;t stopped by divine intervention. If you don&#039;t have the Exemplars of Evil book, it suggests replacing Edwin with a different villain. The book also suggests combining this plot with the [[Adventure Path]], &#039;&#039;Age of Worms&#039;&#039; from [[Dungeon Magazine]], which also features Kyuss.&lt;br /&gt;
&lt;br /&gt;
===[[Zargon]]===&lt;br /&gt;
Zargon is an ancient evil who once ruled over [[Baator]] as the father of the [[Baatorian]]s before Baator was conquered by Asmodeus and his [[Baatezu]]. Although he was defeated by Asmodeus, he could not be killed even by the gods and was imprisoned on the material plane. His horn is nearly indestructible and he will regenerate from it if the rest of his body is destroyed. Now he has given up on reclaiming Baator and wants to conquer the mortal world. As he gets closer to awakening the world is affected by extreme weather, including rains of slime that pollute water sources with a contagion that can turn people into [[slime]]s called Whelps of Zargon. Zargon is only CR 16, though according to the fluff he is capable of killing gods due to them being vulnerable to his powers.&lt;br /&gt;
&lt;br /&gt;
Dorn (Cynidicean, Level 1 rogue, level 3 fighter, level 3 ranger, level 7 thrall of Juiblex), the son of Zargon&#039;s high cultists, flees from Cynidicea, only to be captured by gnolls and rescued by the party. Zargon begins to wake up as his cultists dig him up. Dorn then gets captured by the cult of Juiblex who tortured and eventually brainwashed him into joining them. The players are then hired by an archeologists named Vanessa (Tiefling, level 7 [[Archivist]], level 7 [[Entropomancer]]) to take her to Cynidicea. However she gets separated from the party on the way and finds her way to Cynidicea alone, where she ends up joining Zargon&#039;s cult. The awakening of Zargon attracts the attention of [[Juiblex]], who sends Dorn to make an alliance with Zargon. [[Zuggtmoy]] attempts to stop Juiblex by having their own cult frame the Juiblex&#039;s cult for murders, which the party investigates. Vanessa convinces Dorn to take control of Zargon&#039;s cult with her, and they sacrifice Dorn&#039;s father to speed up Zargon&#039;s revival. Several factions try to manipulate the players into leading them to Zargon&#039;s resting places and the players must play them against each other to find out about Zargon and where to find him. The players eventually make it to Zargon&#039;s tomb just as he is fully revived and defeat him and his cultists and ooze servants. But in order to destroy Zargon permanently, they will have to throw his horn into the Eye of Zargon deep underground.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magazine==&lt;br /&gt;
Two more being described as Elder Evils appeared in [[Dragon Magazine]].&lt;br /&gt;
&lt;br /&gt;
Zurguth, The Feasting Vast is mentioned in the article Ecology of the Kaorti, in issue #358.  Zurguth is an extremely powerful monster of the [[Far Realm]] in the form of an ocean of flesh. It accidentally created the [[Kaorti]] just by looking at a group of wizards who entered the Far Realm.&lt;br /&gt;
&lt;br /&gt;
===Shothragot===&lt;br /&gt;
Shothragot is detailed in issue #362, in an article written similarly to a chapter of the Elder Evils book.  Shothragot is an avatar of [[Tharizdun]] sealed beneath the temple of the Elder Elemental Eye, who works to free Tharizdun from his prizon by collecting the 333 gems of Tharizdun. Shothragot itself is too big for the players to defeat and so doesn&#039;t have stats, instead the players must ender inside of Shothragot and fight the Essence of Shothragot, which is CR 22. As Shothragot gets closer to completing is goal the sky is covered in a Seal of Binding, similar to the one produced by Pandorym.&lt;br /&gt;
&lt;br /&gt;
=4th Edition=&lt;br /&gt;
{{Dnd-stub}}&lt;br /&gt;
During 4th Edition, several of the Elder Evils were adapted by Dragon Magazine as potential sources of power for [[Warlock]]s.&lt;br /&gt;
=5th Edition=&lt;br /&gt;
Zargon the Returner was listed as a possible patron for great old one warlocks in the Players Handbook.  Mordenkainen&#039;s Tome of Foes describes the Elder Evils as the source of monsters known as [[Star Spawn]] and it includes a list of Elder Evils, which include both the elder evils from Lords of Madness, a few from the Elder Evils book, and some new ones.&lt;br /&gt;
&lt;br /&gt;
* Ityak-Ortheel, the Elf-Eater&lt;br /&gt;
* Dendar, the Night Serpent&lt;br /&gt;
* Borem of the Lake of Boiling Mud&lt;br /&gt;
* Kezef, the Chaos Hound&lt;br /&gt;
* Zargon, the Returner&lt;br /&gt;
* Carmnod, the Unseen&lt;br /&gt;
* Holashner, the Hunger Below&lt;br /&gt;
* Piscaethces, the Blood Queen&lt;br /&gt;
* Shothotugg, the Eater of Worlds&lt;br /&gt;
* Y&#039;chak, the Violet Flame&lt;br /&gt;
* Bolothamogg, Who Watches from Beyond the Stars&lt;br /&gt;
* Hargut, of the Gray Pestilence&lt;br /&gt;
* Haask, the Voice of Hargut&lt;br /&gt;
* Ragnorra, the Mother of Monsters&lt;br /&gt;
* The Hulks of Zoretha&lt;br /&gt;
* Kyuss, the Worm That Walks&lt;br /&gt;
* [[Tharizdun]], the Elder Elemental Eye&lt;br /&gt;
* Atropus, the World Born Dead&lt;br /&gt;
* Pandorym, the Utter Annihilation&lt;br /&gt;
* Haemnathuun, the Blood lord&lt;br /&gt;
* Maram of the Great Spear&lt;br /&gt;
* Tyranthraxus, the Flamed One&lt;br /&gt;
* [[The Queen of Chaos]]&lt;br /&gt;
* Father Llymic, the Alien Thought Given Flesh&lt;br /&gt;
&lt;br /&gt;
{{Template:D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Game Books]]&lt;br /&gt;
[[Category:Splatbook]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194779</id>
		<title>Elder Evils</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194779"/>
		<updated>2019-09-20T08:17:26Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7EC5:A000:719E:E0E7:F61B:8041: /* Pandorym */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Elder Evils]] are ancient evil beings of immense power whose existence threatens the world.  Some Elder Evils are gods, while others are merely god like beings, such as extremely powerful [[Fiend]]s and creatures of the [[Far Realm]].  The concept of Elder Evils was first talked about in the book [[Lords of Madness]], which lists five beings of immense power that are respected by the Aboleths as the closest thing they have to gods.  Later, the [[Splatbook]] Elder Evils went into detail about how to use Elder Evils in a campaign.  Elder Evils are also mentioned in 4th and 5th edition.&lt;br /&gt;
&lt;br /&gt;
=3rd Edition=&lt;br /&gt;
==Lords of Madness==&lt;br /&gt;
While most [[Aboleth]]s do not worship gods, there are five godlike beings that they pay respects to, which are described in the book [[Lords of Madness]].&lt;br /&gt;
* [[Bolothamogg]], Him Who Watches from Beyond the Stars: A primal force that keeps the multiverse separated from the outer dimensions.&lt;br /&gt;
* [[Holashner]], the Hunger Below: A gigantic centipede squid thing that eats its way through the material plane, leaving behind a black substance that can be compressed into Bilestone, a substance that debilitates non-aberrations.&lt;br /&gt;
* [[Piscaethces]], The Blood Queen: The origin of aboleths. She wanders throughout the multiverse spawning new aboleths. If she were to ever return aboleths would see it as proof that the multiverse isn&#039;t infinite.&lt;br /&gt;
* [[Shothotugg]], Eater of Worlds: A mass of liquid that travels between worlds, poisoning and parasitizing them and slowly changing the laws of the multiverse as it does so.&lt;br /&gt;
* [[Y&#039;chak]], The Violet Flame: A pillar of violet flames concealing a form so horrifying it would destroy anyone who looked at it. It encourages mortals to worship evil gods and may be responsible for the creation of many of those gods.&lt;br /&gt;
&lt;br /&gt;
==Elder Evils (the book)==&lt;br /&gt;
The book Elder Evils was released near the end of 3.5 edition as a tool for dungeon masters wanting to end their current campaign and switch to 4th edition. The Elder Evils described in the book are entities with the potential to end the world, and thus end the campaign if the players fail to stop them, or act as a satisfyingly epic final boss for the players. The book instructs the DM on how to base a campaign around stopping one of these beings. The book does not describe every detail of the campaigns like most books, but instead gives a general outline of the plot, plus the stats for major enemies the players will encounter, and details of the final dungeon, and what adjustments to make if the campaign is set in [[Faerun]] or [[Eberron]]. Many of them are not stated, as they are too powerful when fully unleashed for the players to stop, but instead only have stats for an aspect of them.&lt;br /&gt;
&lt;br /&gt;
===[[Atropus]]===&lt;br /&gt;
Known as The World Born Dead, Atropus is a moon sized undead creature that is as old as creation and desires the end of all life. It destroys worlds by crashing on them and then draining them of all positive energy. Atropus cannot be destroyed, but the players can drive it away. As Atropus approaches the world necromancy spells become more powerful and the dead begin to rise as undead spontaneously. Atropus itself has no stats, but the Aspect of Atropus is a CR 23 undead. Atropus is also infested with many kinds of undead, including famine spirits, advanced deathshriekers, rage winds, angels of decay, nightcrawlers, nightwalkers, nightwings, dread wraiths, and a single dread boneyard. Atropus is also a very hostile environment with no atmosphere unless it is about to collide with the world, and has a variety of effects that harm the living and boost the undead.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Caira Xasten (human, level 5 bard, level 5 rogue, level 10 [[Ur-Priest]]) wants to attract Atropus to destroy the world to get revenge on the gods, blaming them for the death of her husband who was killed by a falling meteorite. To do this she and her cult first seek out a book about Atropus, then try to obtain the [[Book of Vile Darkness]] in order to learn the &#039;&#039;apocalypse of the sky&#039;&#039; spell which she will attempt to cast on a large city to attract Atropus with the mass death. Meanwhile, the world is also invaded by a powerful general of [[Orcus]] who also wants to summon Atropus named Gorguth ([[Bodak]], level 2 ranger, level 1 fighter, level 9 blackguard), who rides on a powerful construct named Skyshadow and leading his own army of the undead to cause mass death. After failing to stop either one of them, the players then must travel to Atropus and battle against a variety of undead monsters until they find and defeat the aspect of Atropus, which will cause Atropus to retreat.&lt;br /&gt;
&lt;br /&gt;
=== [[Father Llymic]] ===&lt;br /&gt;
Father Llymic is an entity from the [[Far Realm]] that sleeps in an icy prison that melts in darkness and thickens in sunlight. It wants to remake the world to be more hospitable to itself and its children. Which it then creates by spreading a plague that turns the infected into creatures like itself, which are known as brood spawn. The more people Father Llimic infects, the more he comes out of his sleep, and as it awakes the sun starts to go out, and darkness spells grow stronger while light spells weaken. He is called Father Llymic because he often projects an illusion of a friendly old man. Its true form is a massive demon like creature with scythes for arms, three eyes, and skin covered in icy crystal, with a CR of 18. Beings converted into brood spawn gain similar features.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the player are sent to investigate the disappearance of a caravan that was attacked by a tribe of barbarians that worship Father Llymic. After this a huge glacier and icy weather spreads down from the mountain where Father Llymic is imprisoned and strange ice monsters start attacking people. Soon whole towns and villages are transformed into brood spawn as the weather gets worse and worse while the sun gets darker and darker. The players must travel up the mountain while battling through mad cultists and many kinds of brood spawn to face and defeat Father Llymic.&lt;br /&gt;
&lt;br /&gt;
===The Hulks of Zoretha===&lt;br /&gt;
The Hulks of Zoretha are five giants made of stone from another world that plan to exterminate all life on this plane to make room for them to repopulate it with their own kind. As they awaken, the moon turns red, causing people to experience uncontrollable rage. Four of the hulks are female and are each associated with a different element while the last one is male and has wings. They are also completely indestructible as long as they are asleep. All of them are CR 16.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Soelma Nilaenish (elf, level 7 wizard, level 10 loremaster, level 1 rogue) hires the party to recover a copy of the Zoretha Scrolls, then later hires them again to protect the scrolls. She then travels with the party to stop the leader of the cult of Zoretha, Janwulf the Soulbiter (ice giant, level 11 bard). But after Janwulf is defeated Soelma betrays the party and takes control of the cult herself. Soelma is in fact horribly depressed and wants the world to be destroyed, while the old leader of the cult, Janwulf actually had no interest in waking up the hulks and just wanted power. The party then stops Soelma from completing the ritual to wake up the hulks but the moon doesn&#039;t return to normal and the whole world is at war. A single cultist escapes from the players and finishes the ritual to wake up the hulks and the players must then destroy them.&lt;br /&gt;
&lt;br /&gt;
===The Leviathan===&lt;br /&gt;
An immense sea monster that will destroy the world if it ever wakes up. As it gets close to awakening, the world is affected by extreme weather. The Leviathan does not have stats, as it is too big for the players to fight, but the players may battle against aspects of the leviathan, which are CR 16, or an advanced aspect, which is CR 20.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players save a port town from a disaster and are sent to investigate the cause of the strange weather. The party then encounters an defeats a cult that worships the leviathan, but their leader, a mysterious man named Enshaddon, escapes. Enshaddon is actually an advanced vampiric [[Ixitxachitl]] with 16 cleric levels named Axihuatl. He is a worshiper of Demogorgon and wants to partially wake up the leviathan using a shard of chaos in order to flood the world. After the players first disrupt his plans, he sends Marcus Hape (human, level 4 rogue, level 4 assassin, level 4 thrall of Demogogon) to kill them. With the help of a sage named Mytus who provides the players with magic and equipment for underwater travel, the players attack a temple located in a hollow spine on the leviathan&#039;s back and interrupt Axihuatl&#039;s ritual to wake up the leviathan, causing him to lose control of the beast. Axihuatl then allies with the players because he does not want the leviathan to completely destroy the world. They must then travel deeper into the temple and throw the shard of chaos into a pit at the bottom to put the leviathan back to sleep.&lt;br /&gt;
&lt;br /&gt;
=== [[Pandorym]] ===&lt;br /&gt;
In ancient times, a group of wizards wanted to blackmail the gods, so they summoned an intelligent superweapon from another dimension which they named Pandorym, but then betrayed and sealed Pandorym away by separating its mind from its body and imprisoning them separately. The gods didn&#039;t like being threatened so they wiped the wizards out as soon as they had finished sealing Pandorym away. Pandorym desires to get revenge on the descendants of the wizards that imprisoned it, then fulfill its contract with them by killing all the gods, and if it is unable to return home after this it will destroy the world too. As Pandorym gets close to being freed, a glyph spread across the sky that interferes with the connections between planes, making many kinds of magic more difficult to use, especially conjuration. Pandorym&#039;s mindless body resembles a larger than normal [[Sphere of Annihilation]] that always moves towards anyone that tries to control it, which is kept in an extradimensional prison. Its mind is trapped inside of a crystal. When this crystal is damaged a shard of its mind may escape, which has a CR of 25. Its fully released mind does not have stats, as it is too powerful for the players to defeat; if it does completely escape from the crystal prison, then only divine intervention can stop it from returning to its body.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Tune Majii (human, Level 2 bard, level 2 wizard) hires the player to find her missing father Lucather (quell, level 8 enchanter, level 10 loremaster), who has become enslaved to Pandorym. Meanwhile, the gods begin sending their mortal followers warnings that somebody is trying to unleash an unimaginably powerful evil. This person turns out to be a [[Lawful Stupid]] [[Inevitable]] named Obligatum VII (kolyarut, level 3 [[Hexblade]], level 5 [[Occult Slayer]]), who wants to release Pandorym because Pandorym&#039;s contract was violated and it must correct this regardless of the consequences. The players will have to travel to the prison where Pandorym&#039;s mind is kept and defeat Lucather and Obligatum VII as well as the prison&#039;s guardian constructs and undead. If they succeed in killing Obligatum VII, they may then have to travel to [[Mechanus]] to prevent Obligatum VIII from being made.&lt;br /&gt;
&lt;br /&gt;
=== [[Ragnorra]] ===&lt;br /&gt;
Ragnorra is an entity of corrupted life that wants to remake all life to fit her own ideals of what life should be. She travels between worlds in the form of a red comet, which crashes down on the world and begins spreading her skin and nerves over the planet, warping all creatures into aberrations. As Ragnorra gets closer to landing, positive energy spells become stronger but also cause gross blemishes, Ragnorra&#039;s spores start to fall from the sky that turn things into swarms of pests, living things gain healing abilities but are slowly corrupted into aberrations, and eventually even the dead start rising as aberrations, while undead are forced to flee unless they are underground. When Ragnorra crashes onto a planet she is reduced to a fraction of her full size but is still gargantuan size and has is CR 19 in both her initial form after landing, and her True Mother form taken when she merges with the neurotangle.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, a cult that worships Ragnorra called the Malshapers attempts to attract Ragnorra to the player&#039;s world using kidnapped people and other stolen living entities as bait to guide her on her path to the world. The leader of the cult is Irthicax Vane ([[Zenythri]], level 17 monk), whose world was destroyed by Ragnorra and once fought against her, but eventually went mad and turned to worshiping her, though the players may be able to convince him to help stop her. As Ragnorra approaches, mysterious springs with healing properties start popping up everywhere that are controlled by the Malshapers. Swarms of vermin begin appearing in cities, and in response to this undead beings start showing up to fight them. As the red comet continues to get closer the undead all start leaving. While the players are investigating to see if the undead are planning anything, they get repeatedly attacked by low rogues sent the Malshapers. Then an [[Aboleth]] mage with the ability to breath air falls from the sky and enslaves the risen corpses of the Malshapers. Then Ragnorra crashes into the earth and creates an enormous crater full of aberrations and corrupt flesh. The players must travel across this crater to reach the center and confront Ragnorra. Once she has transformed into her True Mother form, the players must defeat her by breaking her connection with the planet, and thus forcing her to leave.&lt;br /&gt;
&lt;br /&gt;
===[[Sertrous]]===&lt;br /&gt;
Sertrous was a powerful [[Obyrith]] that was killed in the distant past, but whose spirit clings to life in his severed skull. He was first killed for refusing to serve [[The Queen of Chaos]] but his spirit escaped to the material plane where he possessed a snake an made it into his new body. After he sent armies of snakes and monsters to attack mortals because he was jealous of the worship the gods received from them, he was then killed again by a Solar named Avamerin, but not before Sertrous revealed the secret that divine magic is possible to gain from any kind of faith, not just faith in a god. Avamerin at first didn&#039;t understand what Sertrous had said and shared the words with others, and when godless clerics started appearing as a result he was punished by being demoted to a Planetar. Avamerin then turned on his god and began working to bring Sertrous back to life. Avamerin now leads a cult of heretical [[Yuan-ti]] called The Vanguard of Sertrous that claims Sertrous is the true creator of the Yuan-ti. As Sertrous gets closer to returning to life, encounters with snakes and snake-like monsters become more and more frequent. Sertrous does not have stats because he is nothing but a immobile skull, but the players may fight against a CR 23 aspect of Sertrous.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players are hired to find out why a merchant has cut contact with his business partners and discover that he has fallen under the sway of a group of Yuan-ti who are lead by somebody named Seghulerak (Yuan-ti abomination, level 10 cleric, level 5 thaumaturgist) and do not worship the traditional Yuan-ti gods. Seghulerak and the Vanguard of Sertrous seize control of a major Yuan-ti city and start setting up &#039;&#039;serpentgates&#039;&#039; in temples around the world from which to launch invasions. The players investigate an infestation of snakes and interfere with the creation of one of these gates. The players eventually makes their way to the city where the Vanguard of Sertrous is based after many battles against Yuan-ti and other snake monsters and defeat Seghulerak, but her body vanishes when she is killed, leaving behind a pile of dead headless snakes. After some investigation the players learn about the Serpent Reliquary, an extradimensional temple that is the true base of the Vanguard. The players locate the portal the Reliquary and defeat Seghulerak again. After this they meet Avamerin, who will try to trick the players into leaving by lying that Sertrous never existed and this was all a test by the gods. If the players attack and defeat him, he is transformed into the aspect of Sertrous which the players must destroy. If the players are dumb enough to fall for his trick, he might send them to a layer of the abyss disguised as their home.&lt;br /&gt;
&lt;br /&gt;
===The [[Worm That Walks]]===&lt;br /&gt;
The Worm That Walks is an evil demigod named [[Kyuss]] that wants to conquer the world and bring about the age of worms to become a full god. As get gets closer to escaping his prison, the world becomes infested with giant centipedes and other worm-like monsters. [[Kyuss]] was once a prophet of an evil god who attempted to ascend to godhood by sacrificing all of his followers and transforming into a great monster made of worms, but he got stuck between mortality and godhood and trapped inside an obelisk. The Worm That Walks is a CR 20 aberration.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Edwin Tolstoff (human lesser worm that walks, level 3 necromancer, level 3 cleric, level 10 true necromancer), a villain from the book [[Exemplars of Evil]], escapes from his prison by having his grandchildren kill their mother and release him, causing spawn of Kyuss to start appearing. Edwin wants to released Kyuss from his prison because he hates being a worm that walks and hopes that Kyuss will either kill him or restore his humanity. The players are called to solve a murder mystery, whose culprit is a wererat named Draen, who works for Katarin Tolstoff. After solving this mystery, people are kidnapped and the players track them down to find an [[Avolakia]] who is turning his captives into spawn of Kyuss. Though the players defeat him, people continue disappearing all over the nation. When the party&#039;s spellcaster visits a local wizard&#039;s guild, they find that it has been ransacked and most of the wizard transformed into undead by Edwin. The most notable item he has stolen is a [[Well of Many Worlds]]. The Herald of Kyuss (Avolakia, level 8 cleric) working for Edwin then poses as an NPC ally the players know and tells them that a wizard named Emirikol the Chaotic is planning to destroy the universe by putting a [[Sphere of Annihilation]] into the well. This is a trick by Edwin to give him the chance to steal a Talisman of the Sphere from Emirikol while the players are fighting him. But Edwin is unable to find a sphere of annihilation, and so anonymously hires the players to go to the [[Tomb of Horrors]] and secretly follows them so that he can steal the sphere from the tomb. The players then must chase him to Wormcrawl island to stop him from using it to break Kyuss&#039;s prison. When he reaches the obelisk he completes the ritual and places the sphere of annihilation into the well of many worlds, creating a black hole and releasing Kyuss. The players will have to defeat Kyuss and stop the black hole from destroying reality if it isn&#039;t stopped by divine intervention. If you don&#039;t have the Exemplars of Evil book, it suggests replacing Edwin with a different villain. The book also suggests combining this plot with the [[Adventure Path]], &#039;&#039;Age of Worms&#039;&#039; from [[Dungeon Magazine]], which also features Kyuss.&lt;br /&gt;
&lt;br /&gt;
===[[Zargon]]===&lt;br /&gt;
Zargon is an ancient evil who once ruled over [[Baator]] as the father of the [[Baatorian]]s before Baator was conquered by Asmodeus and his [[Baatezu]]. Although he was defeated by Asmodeus, he could not be killed even by the gods and was imprisoned on the material plane. His horn is nearly indestructible and he will regenerate from it if the rest of his body is destroyed. Now he has given up on reclaiming Baator and wants to conquer the mortal world. As he gets closer to awakening the world is affected by extreme weather, including rains of slime that pollute water sources with a contagion that can turn people into [[slime]]s called Whelps of Zargon. Zargon is only CR 16, though according to the fluff he is capable of killing gods due to them being vulnerable to his powers.&lt;br /&gt;
&lt;br /&gt;
Dorn (Cynidicean, Level 1 rogue, level 3 fighter, level 3 ranger, level 7 thrall of Juiblex), the son of Zargon&#039;s high cultists, flees from Cynidicea, only to be captured by gnolls and rescued by the party. Zargon begins to wake up as his cultists dig him up. Dorn then gets captured by the cult of Juiblex who tortured and eventually brainwashed him into joining them. The players are then hired by an archeologists named Vanessa (Tiefling, level 7 [[Archivist]], level 7 [[Entropomancer]]) to take her to Cynidicea. However she gets separated from the party on the way and finds her way to Cynidicea alone, where she ends up joining Zargon&#039;s cult. The awakening of Zargon attracts the attention of [[Juiblex]], who sends Dorn to make an alliance with Zargon. [[Zuggtmoy]] attempts to stop Juiblex by having their own cult frame the Juiblex&#039;s cult for murders, which the party investigates. Vanessa convinces Dorn to take control of Zargon&#039;s cult with her, and they sacrifice Dorn&#039;s father to speed up Zargon&#039;s revival. Several factions try to manipulate the players into leading them to Zargon&#039;s resting places and the players must play them against each other to find out about Zargon and where to find him. The players eventually make it to Zargon&#039;s tomb just as he is fully revived and defeat him and his cultists and ooze servants. But in order to destroy Zargon permanently, they will have to throw his horn into the Eye of Zargon deep underground.&lt;br /&gt;
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==Dragon Magazine==&lt;br /&gt;
Two more being described as Elder Evils appeared in [[Dragon Magazine]].&lt;br /&gt;
&lt;br /&gt;
Zurguth, The Feasting Vast is mentioned in the article Ecology of the Kaorti, in issue #358.  Zurguth is an extremely powerful monster of the [[Far Realm]] in the form of an ocean of flesh. It accidentally created the [[Kaorti]] just by looking at a group of wizards who entered the Far Realm.&lt;br /&gt;
&lt;br /&gt;
===Shothragot===&lt;br /&gt;
Shothragot is detailed in issue #362, in an article written similarly to a chapter of the Elder Evils book.  Shothragot is an avatar of [[Tharizdun]] sealed beneath the temple of the Elder Elemental Eye, who works to free Tharizdun from his prizon by collecting the 333 gems of Tharizdun. Shothragot itself is too big for the players to defeat and so doesn&#039;t have stats, instead the players must ender inside of Shothragot and fight the Essence of Shothragot, which is CR 22. As Shothragot gets closer to completing is goal the sky is covered in a Seal of Binding, similar to the one produced by Pandorym.&lt;br /&gt;
&lt;br /&gt;
=4th Edition=&lt;br /&gt;
{{Dnd-stub}}&lt;br /&gt;
During 4th Edition, several of the Elder Evils were adapted by Dragon Magazine as potential sources of power for [[Warlock]]s.&lt;br /&gt;
=5th Edition=&lt;br /&gt;
Zargon the Returner was listed as a possible patron for great old one warlocks in the Players Handbook.  Mordenkainen&#039;s Tome of Foes describes the Elder Evils as the source of monsters known as [[Star Spawn]] and it includes a list of Elder Evils, which include both the elder evils from Lords of Madness, a few from the Elder Evils book, and some new ones.&lt;br /&gt;
&lt;br /&gt;
* Ityak-Ortheel, the Elf-Eater&lt;br /&gt;
* Dendar, the Night Serpent&lt;br /&gt;
* Borem of the Lake of Boiling Mud&lt;br /&gt;
* Kezef, the Chaos Hound&lt;br /&gt;
* Zargon, the Returner&lt;br /&gt;
* Carmnod, the Unseen&lt;br /&gt;
* Holashner, the Hunger Below&lt;br /&gt;
* Piscaethces, the Blood Queen&lt;br /&gt;
* Shothotugg, the Eater of Worlds&lt;br /&gt;
* Y&#039;chak, the Violet Flame&lt;br /&gt;
* Bolothamogg, Who Watches from Beyond the Stars&lt;br /&gt;
* Hargut, of the Gray Pestilence&lt;br /&gt;
* Haask, the Voice of Hargut&lt;br /&gt;
* Ragnorra, the Mother of Monsters&lt;br /&gt;
* The Hulks of Zoretha&lt;br /&gt;
* Kyuss, the Worm That Walks&lt;br /&gt;
* [[Tharizdun]], the Elder Elemental Eye&lt;br /&gt;
* Atropus, the World Born Dead&lt;br /&gt;
* Pandorym, the Utter Annihilation&lt;br /&gt;
* Haemnathuun, the Blood lord&lt;br /&gt;
* Maram of the Great Spear&lt;br /&gt;
* Tyranthraxus, the Flamed One&lt;br /&gt;
* [[The Queen of Chaos]]&lt;br /&gt;
* Father Llymic, the Alien Thought Given Flesh&lt;br /&gt;
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[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
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		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lawful_Stupid&amp;diff=302074</id>
		<title>Lawful Stupid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lawful_Stupid&amp;diff=302074"/>
		<updated>2019-09-20T08:15:55Z</updated>

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&lt;div&gt;[[File:Obligatum VII.jpg|300px|thumb|right|[[Inevitable|Obligatum VII]], the posterboy of Lawful Stupid.]]&lt;br /&gt;
{{Topquote|You wear your honor like a suit of armor, Stark. You think it keeps you safe, but all it does is weigh you down and make it hard for you to move.|[[A Song of Ice and Fire|Lord Petyr &amp;quot;Littlefinger&amp;quot; Baelish to Lord Eddard Stark.]]}}&lt;br /&gt;
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&#039;&#039;&#039;Lawful Stupid&#039;&#039;&#039; is gamer slang (derived from the [[Dungeons &amp;amp; Dragons]] [[alignment]] system, but can easily be applied to [[character]]s in any [[role-playing game]] as well as fiction in general) for a specific way of playing a [[Lawful Good]] or, especially, a [[Lawful Neutral]] character, most infamously a [[Paladin]]. It is characterized by lack of common sense, following the rules arbitrarily without actually understanding them and just generally being an annoying prick. He&#039;s [[that guy]] who will stop a chase scene because he has to chastise someone that was jaywalking. Lawful Stupid players are one of the main reasons (along with asshole [[DM]]s) why people dislike the Paladin class. It can also be a jab at the fact that Intelligence is a common [[dump stat]] for Paladins in 3.5, since their [[MAD]] mandates high Charisma and Wisdom, the traditional dump stats of combat classes.&lt;br /&gt;
&lt;br /&gt;
Although the iconic Lawful Stupid character is a poorly-played Paladin (Alignment requirement: Lawful Good), non-Paladin depictions are almost invariably [[Lawful Neutral]], since this kind of characterization is a disappointingly logical extrapolation from a character alignment that can be summed up as &amp;quot;[[Derp|the Law is the Law and all that matters is that it is the law; whether or not it helps or hurts people is irrelevant, the LAW must be upheld!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A lot of this really stems from a surface understanding of the Lawful alignment. While following the law is a lawful act, following the rules is not the end-all definition of the Lawful alignment. Lawful means orderly. So the type of person who religiously organizes their sock drawer would be considered Lawful. A Lawful person can disagree with the laws of the land, wanting to replace them with new laws. It&#039;s the desire for order and logic that matters. Of course these would be sensible Lawful people, and therefor not &amp;quot;Lawful Stupid&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Compare to [[Chaotic Stupid]], [[Stupid Evil]], [[Stupid Good]], and [[Stupid Neutral]]. There really are a lot of ways to be stupid in fantasy games, aren&#039;t there?&lt;br /&gt;
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== How to avoid it while playing Lawful Good ==&lt;br /&gt;
Required Reading: The [[Discworld]] series by Terry Pratchett, in particular anything having to do with the Witches of Lancre or the Ankh Morpork City Watch. Granny Weatherwax, Sam Vimes, and Carrot Ironfoundersson are all (probably) Lawful Good, but all add their own twists on the formula. Carrot possesses such a high Charisma score that he can literally [[Diplomancer|charm people into doing what he wants]], but when that fails he tricks people into doing what he wants, avoiding a non-Lawful alignment by twisting the law into a pretzel when he can. Vimes follows both the letter and the spirit of the Law whenever he can stretch it, but isn&#039;t above committing illegal acts to uphold Lawful purposes. Granny is Evil by nature and Good by choice, and &#039;&#039;hates&#039;&#039; it. To combat this, she continually takes out her frustration on other people by acting like the entitled octogenarian that she technically is, avoiding a fall into True Neutral or Neutral Evil because witches are &#039;&#039;supposed&#039;&#039; to act a bit nutty, even the Lawful ones, and none of it matters as long as she does what&#039;s capital-r Right.&lt;br /&gt;
&lt;br /&gt;
The AD&amp;amp;D book &amp;quot;The Complete Paladin&#039;s Handbook&amp;quot; has a section(&amp;quot;Virtues&amp;quot;, page 33) on the behavior and code of conduct a Paladin normally upholds; that of a gracious and well-mannered individual who respects good and the law, but is not on an endless crusade to uphold it. They would not upset a tavern just because they detected an evil presence within and risk causing chaos, for example.&lt;br /&gt;
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Another way to play lawful good is to play your paladin like a modern soldier: able and willing to do anything needed to win, except as decreed by certain laws and customs of war (for example, the Geneva and Hague Conventions). Those laws still restrict the actions of a soldier but he is still expected to act with common sense in order to achieve victory and not follow orders that violate those laws.&lt;br /&gt;
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== How to avoid it while playing lawful neutral ==&lt;br /&gt;
This is arguably even harder than avoiding it whilst playing Lawful Good; at least Lawful Good types are &#039;&#039;supposed&#039;&#039; to balance their calling to law &amp;amp; order vs. their calling to good. Lawful Neutral types are categorized by their firm belief that law and order are the only things of importance, with morality being dismissed as insignificant next to maintaining of order. The primary key to doing so is to keep a proper perspective; traffic laws, for example, have their place in the scheme of things. When you are racing to prevent the nuclear annihilation of a city is &#039;&#039;not&#039;&#039; that place. Don&#039;t get so bogged down with legal minutia that you allow far greater acts of destruction and anarchy to occur in whilst you attend to the little things.&lt;br /&gt;
&lt;br /&gt;
[[Judge Dredd]] can be a good example of this. For example, in the opening sequence of the 2012 &#039;&#039;Dredd&#039;&#039; movie, he pursues a car full of criminals but does not shoot at them until they collide with and kill a pedestrian, and even then only shoots to disable the van&#039;s tires. He doesn&#039;t shoot to kill until one of them threatens to kill a hostage and refuses to accept an offer to surrender. Also, when he sees a vagrant sitting outside the crime scene Dredd tells him not to be there when he gets back instead of arresting him because he has better things to do at the moment. Of course, when he&#039;s just doing the rounds on his birthday, he&#039;ll issue noise citations to children who sing to him because he is The Law (and then donate the presents he receives to an orphanage because he&#039;s not [[That Guy]]).&lt;br /&gt;
&lt;br /&gt;
This is not to say that a Lawful Neutral character doesn&#039;t recognize when they break the law or go against the general sense of law (Law) when called to; they do, and they&#039;re likely to be annoyed by it.&lt;br /&gt;
&lt;br /&gt;
== Examples of Lawful Stupid ==&lt;br /&gt;
* The [[Inevitable]]s, divine [[golem]]-like beings with the duty to enact laws and enforce contracts. There&#039;s a story of one named &amp;quot;Obligatum VII&amp;quot; (the seventh in its line because six times prior people had the common sense to stop him) who trying to free the [[BBEG]] in a campaign from the book [[Elder Evils]]. The story goes that some mages summoned an eldritch abomination named Pandorym to blackmail the gods, making a contract with it to destroy the universe when it was summoned. The wizards imprisoned Pandorym instead of finishing the ritual to let it loose so that it wouldn&#039;t destroy the universe before they were ready, but the gods just smote the stupid wizards the instant they were done imprisoning Pandorym so he&#039;s stuck. Well, Obligatum is here to set things right, and make sure that poor, imprisoned death machine gets the freedom it was promised to carry out its goal, which through some warped sense of honor it is willing to do. How exactly this does not bring him into conflict with another type of Inevitable, the Varakhut, whose job it is to prevent deicide is a whole other box of worms.&lt;br /&gt;
* The [[Harmonium]] from [[Planescape]]. &#039;&#039;&amp;quot;The Harmonium believes that peace is a better end than war. [...] If it takes thumping heads to spread the truth, well, the Harmonium&#039;s ready to thump heads. Sure, there may not be peace right away, but every time the Harmonium gets rid of an enemy, the multiverse is that much closer to the universal harmony it was meant to have.&amp;quot;&#039;&#039; This attitude is how the third layer of [[Arcadia]] shifted into [[Mechanus]], and the gods of Arcadia had to start over. Whoops. What&#039;s more, don&#039;t forget that they exterminated all non-lawful &#039;&#039;good and neutral&#039;&#039; species in the world where their faction originated. Some good.&lt;br /&gt;
* The [[Modron]] race, similarly to the Inevitables above, due to being extraplanar mechanical lifeforms who embody Lawful Neutral. Except they somehow have even less personality. Imagine a poorly-written chatbot with arms, legs and the ability to beat you over the head; that&#039;s basically a Modron. They can&#039;t even understand the idea that their assumptions may be incorrect.&lt;br /&gt;
* [[Helm]], the Lawful Neutral God of Guardians and Watchmen from the [[Forgotten Realms]] has earned this kind of reputation in-universe. Nobody will &#039;&#039;ever&#039;&#039; let him live it down that, during the [[Time of Troubles]], he killed Mystara, the Goddess of Magic, for trying to get back into the upper planes after Ao kicked them all out, despite the fact he knew that this would severely damage the fabric of reality in the process. As a result, [[wild magic]] zones and dead magic zones are commonly called &amp;quot;Helmlands&amp;quot;. He also catches a lot of flak for the role his worshippers played in the massacres in [[Maztica]], but that&#039;s not so much Lawful Stupid as religious bigotry and the priest&#039;s only daughter being sacrificed by one of the natives.&lt;br /&gt;
* The stereotypical [[Space Marine]]. Stealth is cowardice, frontal assaults are the only way to go. On the occasion they do utilize tactics like stealth, feints, and flanking, it&#039;s all to help the frontal assault succeed rather than the other way around. Retreating is never an option, even if it&#039;s to gain more cover. Some will never field [[psyker]]s, ignore [[xenos]], and some won&#039;t even cooperate with other [[Space Marine Chapter]]s. A special case being [[Warhammer 40,000 Space Marine|Leandros]].&lt;br /&gt;
* The Starks from [[A Song of Ice and Fire|Game of Thrones]]. When Ned Stark finds out that Joffrey and his siblings are incest born bastards, he does the most asinine thing possible and tells Cersei, instead of going to Robert directly. He also tells his daughters of his plan, which causes Sansa to blab to everybody. His son Robb Stark has even more fuck ups, namely executing one of his top generals when he should have kept him around (though said Karstark general undeniably disrespected his authority), failing to communicate with Edmure (though Edmure is incompetent), and blatantly breaking his promise to Walder Frey because he felt bad he screwed some other chick and decided to marry her in order to keep their honor intact (though Walker Frey is admittedly a backstabbing opportunist who might have betrayed him anyway as Robb was undoubtedly losing the war. Also, Walder’s choice to violate one of the most valued rules of honor that even pirates, thieves and murderers keep, simultaneously fucked over his own side by becoming the group absolutely nobody on any side wants to be associated with. Not even the people he betrays Robb in favor of). This kind of shit ends up with the Starks practically destroyed.&lt;br /&gt;
** An important qualifier is that these decisions aren&#039;t entirely motivated by stupid adherence to honour, with personal history heavily motivating the decisions or with the full consequences of the actions not being immediately obvious.&lt;br /&gt;
* The Jedi from the Star Wars Prequels are this, as [[Ultramarines|they followed the Jedi Code - which was meant as a mere guideline - as a set of unbreakable rules]] and set out to completely repress all emotion in somewhat unfounded fear of those emotions leading to the dark side, when they should have acknowledged that which makes us human and simply taught how to use them positively. Such arbitrarily following of the code leads the Council to turn a blind eye to the various problems Anakin Skywalker was having, thereby unintentionally sealing their own downfall.&lt;br /&gt;
** Works set before the Prequels shows that this is hardly a new problem for the Jedi Order. Knights Of The Old Republic features a Jedi named Atris who&#039;s incredibly obsessed with following the code to the letter and wiping out the Sith. This leads to her being filled with bitterness and remorse after her best friend the Exile is kicked out of the Order, but also leaves her too arrogant to talk to anyone about it. Instead she starts to hide herself away in a temple filled with Sith holocrons to be alone and meditate, and since Sith holocrons literally exude Dark Side-tainted Force energy, she gets unknowingly corrupted into a Sith. Yes, she was so Lawful Stupid that it &#039;&#039;turned her evil&#039;&#039;.&lt;br /&gt;
* The [[Dwarfs (Warhammer Fantasy)|Dawi]]. They are obsessed with the concept of revenge, as &#039;&#039;&#039;all Grudges must be answered for.&#039;&#039;&#039; This causes them to wage many unnecessary wars, which is especially stupid since they are a dying race. The fluff speaks of two dwarven lords who were fighting each other in a generation-spanning War of Grudges, even while they were being invaded by an Orc warband. The two lords eventually got together and realized that neither of them remembered what their clans were fighting over, forgave each other, and resolved to ally against the Orcs beating down on their gates. Both sides were promptly crushed by a cave-in caused by &#039;&#039;the gods themselves&#039;&#039; for failing to avenge their respective Grudges and the Orcs got to loot another Karak without difficulty.&lt;br /&gt;
* The [[Azorius Senate|Azorius]] from [[Magic: The Gathering]]. The guild makes so many laws that they can literally arrest ANYONE, and then justify it by finding one of the myriad of pointless laws they&#039;ve passed that the individual has undoubtedly broken. They&#039;ll even arrest someone for merely &#039;&#039;thinking&#039;&#039; about breaking a law (see the card [http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=270794| Psychic Spiral] for proof.)&lt;br /&gt;
* The Sangheli, or Elites, from the [[Halo]] franchise. With a ridiculously rigid Bushido-style code of honor that makes the Ultramarines seem like pragmatic chaps, the Elites have often lost battles to humans they could have otherwise won, if they weren&#039;t so blindingly &amp;quot;honorable&amp;quot; (Ignoring for the minute that they had no problem turning a planet into slag.) Full frontal assaults, suicide charges, blindingly following three shady testicle-looking douchebags, and a stupid insistence on fighting the enemy fairly are all par for the course. But the most glaring example of their stupidity has to come from the fact that they consider it a [[What|dishonor to either get their own blood shed off the battlefield or become involved in a medical practice]]. Even Klingons aren&#039;t that stupid. The only reason they even win against the Jiralhanae (Brutes) is because the Brutes are more Stupid Evil than the Sangheli are Lawful Stupid. [[Humanity Fuck Yeah|Well, that, and the fact that they had allied with the Humans by that point.]]&lt;br /&gt;
* The Nugganite religion, from Terry Pratchett&#039;s &#039;&#039;Monstrous Regiment&#039;&#039;: the decrees of the Borogravian god Nuggan forbid everything from the smell of beets to the color blue to &#039;&#039;babies&#039;&#039;. Many citizens of Borogravia privately acknowledge that most of Nuggan&#039;s abominations are completely ridiculous (and let the most extreme Abominations slide, because they&#039;re virtually impossible to enforce anyway), even while fretting about which Abominations they&#039;re currently committing. In the end, it&#039;s revealed that belief in Nuggan himself has dwindled, essentially leaving the god to rot away until nothing is left but a disembodied voice babbling Abominations nonstop.&lt;br /&gt;
* For the literature amateurs, Inspector Javert form &#039;&#039;Les Misérables&#039;&#039;. As the author himself explained: the man was built upon two simple and good precepts, namely respect of authority and refusal of rebellion; but he made those look evil in his fanatical exaggeration of them.&lt;br /&gt;
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[[Category:Dungeons &amp;amp; Dragons]][[Category:Alignment]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194778</id>
		<title>Elder Evils</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194778"/>
		<updated>2019-09-20T08:14:27Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7EC5:A000:719E:E0E7:F61B:8041: /* Pandorym */&lt;/p&gt;
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&lt;div&gt;[[Elder Evils]] are ancient evil beings of immense power whose existence threatens the world.  Some Elder Evils are gods, while others are merely god like beings, such as extremely powerful [[Fiend]]s and creatures of the [[Far Realm]].  The concept of Elder Evils was first talked about in the book [[Lords of Madness]], which lists five beings of immense power that are respected by the Aboleths as the closest thing they have to gods.  Later, the [[Splatbook]] Elder Evils went into detail about how to use Elder Evils in a campaign.  Elder Evils are also mentioned in 4th and 5th edition.&lt;br /&gt;
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=3rd Edition=&lt;br /&gt;
==Lords of Madness==&lt;br /&gt;
While most [[Aboleth]]s do not worship gods, there are five godlike beings that they pay respects to, which are described in the book [[Lords of Madness]].&lt;br /&gt;
* [[Bolothamogg]], Him Who Watches from Beyond the Stars: A primal force that keeps the multiverse separated from the outer dimensions.&lt;br /&gt;
* [[Holashner]], the Hunger Below: A gigantic centipede squid thing that eats its way through the material plane, leaving behind a black substance that can be compressed into Bilestone, a substance that debilitates non-aberrations.&lt;br /&gt;
* [[Piscaethces]], The Blood Queen: The origin of aboleths. She wanders throughout the multiverse spawning new aboleths. If she were to ever return aboleths would see it as proof that the multiverse isn&#039;t infinite.&lt;br /&gt;
* [[Shothotugg]], Eater of Worlds: A mass of liquid that travels between worlds, poisoning and parasitizing them and slowly changing the laws of the multiverse as it does so.&lt;br /&gt;
* [[Y&#039;chak]], The Violet Flame: A pillar of violet flames concealing a form so horrifying it would destroy anyone who looked at it. It encourages mortals to worship evil gods and may be responsible for the creation of many of those gods.&lt;br /&gt;
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==Elder Evils (the book)==&lt;br /&gt;
The book Elder Evils was released near the end of 3.5 edition as a tool for dungeon masters wanting to end their current campaign and switch to 4th edition. The Elder Evils described in the book are entities with the potential to end the world, and thus end the campaign if the players fail to stop them, or act as a satisfyingly epic final boss for the players. The book instructs the DM on how to base a campaign around stopping one of these beings. The book does not describe every detail of the campaigns like most books, but instead gives a general outline of the plot, plus the stats for major enemies the players will encounter, and details of the final dungeon, and what adjustments to make if the campaign is set in [[Faerun]] or [[Eberron]]. Many of them are not stated, as they are too powerful when fully unleashed for the players to stop, but instead only have stats for an aspect of them.&lt;br /&gt;
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===[[Atropus]]===&lt;br /&gt;
Known as The World Born Dead, Atropus is a moon sized undead creature that is as old as creation and desires the end of all life. It destroys worlds by crashing on them and then draining them of all positive energy. Atropus cannot be destroyed, but the players can drive it away. As Atropus approaches the world necromancy spells become more powerful and the dead begin to rise as undead spontaneously. Atropus itself has no stats, but the Aspect of Atropus is a CR 23 undead. Atropus is also infested with many kinds of undead, including famine spirits, advanced deathshriekers, rage winds, angels of decay, nightcrawlers, nightwalkers, nightwings, dread wraiths, and a single dread boneyard. Atropus is also a very hostile environment with no atmosphere unless it is about to collide with the world, and has a variety of effects that harm the living and boost the undead.&lt;br /&gt;
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In the suggested campaign, Caira Xasten (human, level 5 bard, level 5 rogue, level 10 [[Ur-Priest]]) wants to attract Atropus to destroy the world to get revenge on the gods, blaming them for the death of her husband who was killed by a falling meteorite. To do this she and her cult first seek out a book about Atropus, then try to obtain the [[Book of Vile Darkness]] in order to learn the &#039;&#039;apocalypse of the sky&#039;&#039; spell which she will attempt to cast on a large city to attract Atropus with the mass death. Meanwhile, the world is also invaded by a powerful general of [[Orcus]] who also wants to summon Atropus named Gorguth ([[Bodak]], level 2 ranger, level 1 fighter, level 9 blackguard), who rides on a powerful construct named Skyshadow and leading his own army of the undead to cause mass death. After failing to stop either one of them, the players then must travel to Atropus and battle against a variety of undead monsters until they find and defeat the aspect of Atropus, which will cause Atropus to retreat.&lt;br /&gt;
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=== [[Father Llymic]] ===&lt;br /&gt;
Father Llymic is an entity from the [[Far Realm]] that sleeps in an icy prison that melts in darkness and thickens in sunlight. It wants to remake the world to be more hospitable to itself and its children. Which it then creates by spreading a plague that turns the infected into creatures like itself, which are known as brood spawn. The more people Father Llimic infects, the more he comes out of his sleep, and as it awakes the sun starts to go out, and darkness spells grow stronger while light spells weaken. He is called Father Llymic because he often projects an illusion of a friendly old man. Its true form is a massive demon like creature with scythes for arms, three eyes, and skin covered in icy crystal, with a CR of 18. Beings converted into brood spawn gain similar features.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the player are sent to investigate the disappearance of a caravan that was attacked by a tribe of barbarians that worship Father Llymic. After this a huge glacier and icy weather spreads down from the mountain where Father Llymic is imprisoned and strange ice monsters start attacking people. Soon whole towns and villages are transformed into brood spawn as the weather gets worse and worse while the sun gets darker and darker. The players must travel up the mountain while battling through mad cultists and many kinds of brood spawn to face and defeat Father Llymic.&lt;br /&gt;
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===The Hulks of Zoretha===&lt;br /&gt;
The Hulks of Zoretha are five giants made of stone from another world that plan to exterminate all life on this plane to make room for them to repopulate it with their own kind. As they awaken, the moon turns red, causing people to experience uncontrollable rage. Four of the hulks are female and are each associated with a different element while the last one is male and has wings. They are also completely indestructible as long as they are asleep. All of them are CR 16.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Soelma Nilaenish (elf, level 7 wizard, level 10 loremaster, level 1 rogue) hires the party to recover a copy of the Zoretha Scrolls, then later hires them again to protect the scrolls. She then travels with the party to stop the leader of the cult of Zoretha, Janwulf the Soulbiter (ice giant, level 11 bard). But after Janwulf is defeated Soelma betrays the party and takes control of the cult herself. Soelma is in fact horribly depressed and wants the world to be destroyed, while the old leader of the cult, Janwulf actually had no interest in waking up the hulks and just wanted power. The party then stops Soelma from completing the ritual to wake up the hulks but the moon doesn&#039;t return to normal and the whole world is at war. A single cultist escapes from the players and finishes the ritual to wake up the hulks and the players must then destroy them.&lt;br /&gt;
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===The Leviathan===&lt;br /&gt;
An immense sea monster that will destroy the world if it ever wakes up. As it gets close to awakening, the world is affected by extreme weather. The Leviathan does not have stats, as it is too big for the players to fight, but the players may battle against aspects of the leviathan, which are CR 16, or an advanced aspect, which is CR 20.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players save a port town from a disaster and are sent to investigate the cause of the strange weather. The party then encounters an defeats a cult that worships the leviathan, but their leader, a mysterious man named Enshaddon, escapes. Enshaddon is actually an advanced vampiric [[Ixitxachitl]] with 16 cleric levels named Axihuatl. He is a worshiper of Demogorgon and wants to partially wake up the leviathan using a shard of chaos in order to flood the world. After the players first disrupt his plans, he sends Marcus Hape (human, level 4 rogue, level 4 assassin, level 4 thrall of Demogogon) to kill them. With the help of a sage named Mytus who provides the players with magic and equipment for underwater travel, the players attack a temple located in a hollow spine on the leviathan&#039;s back and interrupt Axihuatl&#039;s ritual to wake up the leviathan, causing him to lose control of the beast. Axihuatl then allies with the players because he does not want the leviathan to completely destroy the world. They must then travel deeper into the temple and throw the shard of chaos into a pit at the bottom to put the leviathan back to sleep.&lt;br /&gt;
&lt;br /&gt;
=== [[Pandorym]] ===&lt;br /&gt;
In ancient times, a group of wizards wanted to blackmail the gods, so they summoned an intelligent superweapon from another dimension which they named Pandorym, but then betrayed and sealed Pandorym away by separating its mind from its body and imprisoning them separately. The gods didn&#039;t like being threatened so they wiped the wizards out as soon as they had finished sealing Pandorym away. Pandorym desires to get revenge of the descendants of the wizards that imprisoned it, then fulfil its contract with them by killing all the gods, and if it is unable to return home after this it will destroy the world too. As Pandorym gets close to being freed, a glyph spread across the sky that interferes with the connections between planes, making many kinds of magic more difficult to use, especially conjuration. Pandorym&#039;s mindless body resembles a larger than normal [[Sphere of Annihilation]] that always moves towards anyone that tries to control it, which is kept in an extradimensional prison. Its mind is trapped inside of a crystal. When this crystal is damaged a shard of its mind may escape, which has a CR of 25. Its fully released mind does not have stats, as it is too powerful for the players to defeat; if it does completely escape from the crystal prison, then only divine intervention can stop it from returning to its body.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Tune Majii (human, Level 2 bard, level 2 wizard) hires the player to find her missing father Lucather (quell, level 8 enchanter, level 10 loremaster), who has become enslaved to Pandorym. Meanwhile, the gods begin sending their mortal followers warnings that somebody is trying to unleash an unimaginably powerful evil. This person turns out to be a [[Lawful Stupid]] [[Inevitable]] named Obligatum VII (kolyarut, level 3 [[Hexblade]], level 5 [[Occult Slayer]]), who wants to release Pandorym because Pandorym&#039;s contract was violated and it must correct this regardless of the consequences. The players will have to travel to the prison where Pandorym&#039;s mind is kept and defeat Lucather and Obligatum VII as well as the prison&#039;s guardian constructs and undead. If they succeed in killing Obligatum VII, they may then have to travel to [[Mechanus]] to prevent Obligatum VIII from being made.&lt;br /&gt;
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=== [[Ragnorra]] ===&lt;br /&gt;
Ragnorra is an entity of corrupted life that wants to remake all life to fit her own ideals of what life should be. She travels between worlds in the form of a red comet, which crashes down on the world and begins spreading her skin and nerves over the planet, warping all creatures into aberrations. As Ragnorra gets closer to landing, positive energy spells become stronger but also cause gross blemishes, Ragnorra&#039;s spores start to fall from the sky that turn things into swarms of pests, living things gain healing abilities but are slowly corrupted into aberrations, and eventually even the dead start rising as aberrations, while undead are forced to flee unless they are underground. When Ragnorra crashes onto a planet she is reduced to a fraction of her full size but is still gargantuan size and has is CR 19 in both her initial form after landing, and her True Mother form taken when she merges with the neurotangle.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, a cult that worships Ragnorra called the Malshapers attempts to attract Ragnorra to the player&#039;s world using kidnapped people and other stolen living entities as bait to guide her on her path to the world. The leader of the cult is Irthicax Vane ([[Zenythri]], level 17 monk), whose world was destroyed by Ragnorra and once fought against her, but eventually went mad and turned to worshiping her, though the players may be able to convince him to help stop her. As Ragnorra approaches, mysterious springs with healing properties start popping up everywhere that are controlled by the Malshapers. Swarms of vermin begin appearing in cities, and in response to this undead beings start showing up to fight them. As the red comet continues to get closer the undead all start leaving. While the players are investigating to see if the undead are planning anything, they get repeatedly attacked by low rogues sent the Malshapers. Then an [[Aboleth]] mage with the ability to breath air falls from the sky and enslaves the risen corpses of the Malshapers. Then Ragnorra crashes into the earth and creates an enormous crater full of aberrations and corrupt flesh. The players must travel across this crater to reach the center and confront Ragnorra. Once she has transformed into her True Mother form, the players must defeat her by breaking her connection with the planet, and thus forcing her to leave.&lt;br /&gt;
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===[[Sertrous]]===&lt;br /&gt;
Sertrous was a powerful [[Obyrith]] that was killed in the distant past, but whose spirit clings to life in his severed skull. He was first killed for refusing to serve [[The Queen of Chaos]] but his spirit escaped to the material plane where he possessed a snake an made it into his new body. After he sent armies of snakes and monsters to attack mortals because he was jealous of the worship the gods received from them, he was then killed again by a Solar named Avamerin, but not before Sertrous revealed the secret that divine magic is possible to gain from any kind of faith, not just faith in a god. Avamerin at first didn&#039;t understand what Sertrous had said and shared the words with others, and when godless clerics started appearing as a result he was punished by being demoted to a Planetar. Avamerin then turned on his god and began working to bring Sertrous back to life. Avamerin now leads a cult of heretical [[Yuan-ti]] called The Vanguard of Sertrous that claims Sertrous is the true creator of the Yuan-ti. As Sertrous gets closer to returning to life, encounters with snakes and snake-like monsters become more and more frequent. Sertrous does not have stats because he is nothing but a immobile skull, but the players may fight against a CR 23 aspect of Sertrous.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players are hired to find out why a merchant has cut contact with his business partners and discover that he has fallen under the sway of a group of Yuan-ti who are lead by somebody named Seghulerak (Yuan-ti abomination, level 10 cleric, level 5 thaumaturgist) and do not worship the traditional Yuan-ti gods. Seghulerak and the Vanguard of Sertrous seize control of a major Yuan-ti city and start setting up &#039;&#039;serpentgates&#039;&#039; in temples around the world from which to launch invasions. The players investigate an infestation of snakes and interfere with the creation of one of these gates. The players eventually makes their way to the city where the Vanguard of Sertrous is based after many battles against Yuan-ti and other snake monsters and defeat Seghulerak, but her body vanishes when she is killed, leaving behind a pile of dead headless snakes. After some investigation the players learn about the Serpent Reliquary, an extradimensional temple that is the true base of the Vanguard. The players locate the portal the Reliquary and defeat Seghulerak again. After this they meet Avamerin, who will try to trick the players into leaving by lying that Sertrous never existed and this was all a test by the gods. If the players attack and defeat him, he is transformed into the aspect of Sertrous which the players must destroy. If the players are dumb enough to fall for his trick, he might send them to a layer of the abyss disguised as their home.&lt;br /&gt;
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===The [[Worm That Walks]]===&lt;br /&gt;
The Worm That Walks is an evil demigod named [[Kyuss]] that wants to conquer the world and bring about the age of worms to become a full god. As get gets closer to escaping his prison, the world becomes infested with giant centipedes and other worm-like monsters. [[Kyuss]] was once a prophet of an evil god who attempted to ascend to godhood by sacrificing all of his followers and transforming into a great monster made of worms, but he got stuck between mortality and godhood and trapped inside an obelisk. The Worm That Walks is a CR 20 aberration.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Edwin Tolstoff (human lesser worm that walks, level 3 necromancer, level 3 cleric, level 10 true necromancer), a villain from the book [[Exemplars of Evil]], escapes from his prison by having his grandchildren kill their mother and release him, causing spawn of Kyuss to start appearing. Edwin wants to released Kyuss from his prison because he hates being a worm that walks and hopes that Kyuss will either kill him or restore his humanity. The players are called to solve a murder mystery, whose culprit is a wererat named Draen, who works for Katarin Tolstoff. After solving this mystery, people are kidnapped and the players track them down to find an [[Avolakia]] who is turning his captives into spawn of Kyuss. Though the players defeat him, people continue disappearing all over the nation. When the party&#039;s spellcaster visits a local wizard&#039;s guild, they find that it has been ransacked and most of the wizard transformed into undead by Edwin. The most notable item he has stolen is a [[Well of Many Worlds]]. The Herald of Kyuss (Avolakia, level 8 cleric) working for Edwin then poses as an NPC ally the players know and tells them that a wizard named Emirikol the Chaotic is planning to destroy the universe by putting a [[Sphere of Annihilation]] into the well. This is a trick by Edwin to give him the chance to steal a Talisman of the Sphere from Emirikol while the players are fighting him. But Edwin is unable to find a sphere of annihilation, and so anonymously hires the players to go to the [[Tomb of Horrors]] and secretly follows them so that he can steal the sphere from the tomb. The players then must chase him to Wormcrawl island to stop him from using it to break Kyuss&#039;s prison. When he reaches the obelisk he completes the ritual and places the sphere of annihilation into the well of many worlds, creating a black hole and releasing Kyuss. The players will have to defeat Kyuss and stop the black hole from destroying reality if it isn&#039;t stopped by divine intervention. If you don&#039;t have the Exemplars of Evil book, it suggests replacing Edwin with a different villain. The book also suggests combining this plot with the [[Adventure Path]], &#039;&#039;Age of Worms&#039;&#039; from [[Dungeon Magazine]], which also features Kyuss.&lt;br /&gt;
&lt;br /&gt;
===[[Zargon]]===&lt;br /&gt;
Zargon is an ancient evil who once ruled over [[Baator]] as the father of the [[Baatorian]]s before Baator was conquered by Asmodeus and his [[Baatezu]]. Although he was defeated by Asmodeus, he could not be killed even by the gods and was imprisoned on the material plane. His horn is nearly indestructible and he will regenerate from it if the rest of his body is destroyed. Now he has given up on reclaiming Baator and wants to conquer the mortal world. As he gets closer to awakening the world is affected by extreme weather, including rains of slime that pollute water sources with a contagion that can turn people into [[slime]]s called Whelps of Zargon. Zargon is only CR 16, though according to the fluff he is capable of killing gods due to them being vulnerable to his powers.&lt;br /&gt;
&lt;br /&gt;
Dorn (Cynidicean, Level 1 rogue, level 3 fighter, level 3 ranger, level 7 thrall of Juiblex), the son of Zargon&#039;s high cultists, flees from Cynidicea, only to be captured by gnolls and rescued by the party. Zargon begins to wake up as his cultists dig him up. Dorn then gets captured by the cult of Juiblex who tortured and eventually brainwashed him into joining them. The players are then hired by an archeologists named Vanessa (Tiefling, level 7 [[Archivist]], level 7 [[Entropomancer]]) to take her to Cynidicea. However she gets separated from the party on the way and finds her way to Cynidicea alone, where she ends up joining Zargon&#039;s cult. The awakening of Zargon attracts the attention of [[Juiblex]], who sends Dorn to make an alliance with Zargon. [[Zuggtmoy]] attempts to stop Juiblex by having their own cult frame the Juiblex&#039;s cult for murders, which the party investigates. Vanessa convinces Dorn to take control of Zargon&#039;s cult with her, and they sacrifice Dorn&#039;s father to speed up Zargon&#039;s revival. Several factions try to manipulate the players into leading them to Zargon&#039;s resting places and the players must play them against each other to find out about Zargon and where to find him. The players eventually make it to Zargon&#039;s tomb just as he is fully revived and defeat him and his cultists and ooze servants. But in order to destroy Zargon permanently, they will have to throw his horn into the Eye of Zargon deep underground.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magazine==&lt;br /&gt;
Two more being described as Elder Evils appeared in [[Dragon Magazine]].&lt;br /&gt;
&lt;br /&gt;
Zurguth, The Feasting Vast is mentioned in the article Ecology of the Kaorti, in issue #358.  Zurguth is an extremely powerful monster of the [[Far Realm]] in the form of an ocean of flesh. It accidentally created the [[Kaorti]] just by looking at a group of wizards who entered the Far Realm.&lt;br /&gt;
&lt;br /&gt;
===Shothragot===&lt;br /&gt;
Shothragot is detailed in issue #362, in an article written similarly to a chapter of the Elder Evils book.  Shothragot is an avatar of [[Tharizdun]] sealed beneath the temple of the Elder Elemental Eye, who works to free Tharizdun from his prizon by collecting the 333 gems of Tharizdun. Shothragot itself is too big for the players to defeat and so doesn&#039;t have stats, instead the players must ender inside of Shothragot and fight the Essence of Shothragot, which is CR 22. As Shothragot gets closer to completing is goal the sky is covered in a Seal of Binding, similar to the one produced by Pandorym.&lt;br /&gt;
&lt;br /&gt;
=4th Edition=&lt;br /&gt;
{{Dnd-stub}}&lt;br /&gt;
During 4th Edition, several of the Elder Evils were adapted by Dragon Magazine as potential sources of power for [[Warlock]]s.&lt;br /&gt;
=5th Edition=&lt;br /&gt;
Zargon the Returner was listed as a possible patron for great old one warlocks in the Players Handbook.  Mordenkainen&#039;s Tome of Foes describes the Elder Evils as the source of monsters known as [[Star Spawn]] and it includes a list of Elder Evils, which include both the elder evils from Lords of Madness, a few from the Elder Evils book, and some new ones.&lt;br /&gt;
&lt;br /&gt;
* Ityak-Ortheel, the Elf-Eater&lt;br /&gt;
* Dendar, the Night Serpent&lt;br /&gt;
* Borem of the Lake of Boiling Mud&lt;br /&gt;
* Kezef, the Chaos Hound&lt;br /&gt;
* Zargon, the Returner&lt;br /&gt;
* Carmnod, the Unseen&lt;br /&gt;
* Holashner, the Hunger Below&lt;br /&gt;
* Piscaethces, the Blood Queen&lt;br /&gt;
* Shothotugg, the Eater of Worlds&lt;br /&gt;
* Y&#039;chak, the Violet Flame&lt;br /&gt;
* Bolothamogg, Who Watches from Beyond the Stars&lt;br /&gt;
* Hargut, of the Gray Pestilence&lt;br /&gt;
* Haask, the Voice of Hargut&lt;br /&gt;
* Ragnorra, the Mother of Monsters&lt;br /&gt;
* The Hulks of Zoretha&lt;br /&gt;
* Kyuss, the Worm That Walks&lt;br /&gt;
* [[Tharizdun]], the Elder Elemental Eye&lt;br /&gt;
* Atropus, the World Born Dead&lt;br /&gt;
* Pandorym, the Utter Annihilation&lt;br /&gt;
* Haemnathuun, the Blood lord&lt;br /&gt;
* Maram of the Great Spear&lt;br /&gt;
* Tyranthraxus, the Flamed One&lt;br /&gt;
* [[The Queen of Chaos]]&lt;br /&gt;
* Father Llymic, the Alien Thought Given Flesh&lt;br /&gt;
&lt;br /&gt;
{{Template:D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
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[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Game Books]]&lt;br /&gt;
[[Category:Splatbook]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194777</id>
		<title>Elder Evils</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194777"/>
		<updated>2019-09-20T08:09:13Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7EC5:A000:719E:E0E7:F61B:8041: /* Elder Evils (the book) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Elder Evils]] are ancient evil beings of immense power whose existence threatens the world.  Some Elder Evils are gods, while others are merely god like beings, such as extremely powerful [[Fiend]]s and creatures of the [[Far Realm]].  The concept of Elder Evils was first talked about in the book [[Lords of Madness]], which lists five beings of immense power that are respected by the Aboleths as the closest thing they have to gods.  Later, the [[Splatbook]] Elder Evils went into detail about how to use Elder Evils in a campaign.  Elder Evils are also mentioned in 4th and 5th edition.&lt;br /&gt;
&lt;br /&gt;
=3rd Edition=&lt;br /&gt;
==Lords of Madness==&lt;br /&gt;
While most [[Aboleth]]s do not worship gods, there are five godlike beings that they pay respects to, which are described in the book [[Lords of Madness]].&lt;br /&gt;
* [[Bolothamogg]], Him Who Watches from Beyond the Stars: A primal force that keeps the multiverse separated from the outer dimensions.&lt;br /&gt;
* [[Holashner]], the Hunger Below: A gigantic centipede squid thing that eats its way through the material plane, leaving behind a black substance that can be compressed into Bilestone, a substance that debilitates non-aberrations.&lt;br /&gt;
* [[Piscaethces]], The Blood Queen: The origin of aboleths. She wanders throughout the multiverse spawning new aboleths. If she were to ever return aboleths would see it as proof that the multiverse isn&#039;t infinite.&lt;br /&gt;
* [[Shothotugg]], Eater of Worlds: A mass of liquid that travels between worlds, poisoning and parasitizing them and slowly changing the laws of the multiverse as it does so.&lt;br /&gt;
* [[Y&#039;chak]], The Violet Flame: A pillar of violet flames concealing a form so horrifying it would destroy anyone who looked at it. It encourages mortals to worship evil gods and may be responsible for the creation of many of those gods.&lt;br /&gt;
&lt;br /&gt;
==Elder Evils (the book)==&lt;br /&gt;
The book Elder Evils was released near the end of 3.5 edition as a tool for dungeon masters wanting to end their current campaign and switch to 4th edition. The Elder Evils described in the book are entities with the potential to end the world, and thus end the campaign if the players fail to stop them, or act as a satisfyingly epic final boss for the players. The book instructs the DM on how to base a campaign around stopping one of these beings. The book does not describe every detail of the campaigns like most books, but instead gives a general outline of the plot, plus the stats for major enemies the players will encounter, and details of the final dungeon, and what adjustments to make if the campaign is set in [[Faerun]] or [[Eberron]]. Many of them are not stated, as they are too powerful when fully unleashed for the players to stop, but instead only have stats for an aspect of them.&lt;br /&gt;
&lt;br /&gt;
===[[Atropus]]===&lt;br /&gt;
Known as The World Born Dead, Atropus is a moon sized undead creature that is as old as creation and desires the end of all life. It destroys worlds by crashing on them and then draining them of all positive energy. Atropus cannot be destroyed, but the players can drive it away. As Atropus approaches the world necromancy spells become more powerful and the dead begin to rise as undead spontaneously. Atropus itself has no stats, but the Aspect of Atropus is a CR 23 undead. Atropus is also infested with many kinds of undead, including famine spirits, advanced deathshriekers, rage winds, angels of decay, nightcrawlers, nightwalkers, nightwings, dread wraiths, and a single dread boneyard. Atropus is also a very hostile environment with no atmosphere unless it is about to collide with the world, and has a variety of effects that harm the living and boost the undead.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Caira Xasten (human, level 5 bard, level 5 rogue, level 10 [[Ur-Priest]]) wants to attract Atropus to destroy the world to get revenge on the gods, blaming them for the death of her husband who was killed by a falling meteorite. To do this she and her cult first seek out a book about Atropus, then try to obtain the [[Book of Vile Darkness]] in order to learn the &#039;&#039;apocalypse of the sky&#039;&#039; spell which she will attempt to cast on a large city to attract Atropus with the mass death. Meanwhile, the world is also invaded by a powerful general of [[Orcus]] who also wants to summon Atropus named Gorguth ([[Bodak]], level 2 ranger, level 1 fighter, level 9 blackguard), who rides on a powerful construct named Skyshadow and leading his own army of the undead to cause mass death. After failing to stop either one of them, the players then must travel to Atropus and battle against a variety of undead monsters until they find and defeat the aspect of Atropus, which will cause Atropus to retreat.&lt;br /&gt;
&lt;br /&gt;
=== [[Father Llymic]] ===&lt;br /&gt;
Father Llymic is an entity from the [[Far Realm]] that sleeps in an icy prison that melts in darkness and thickens in sunlight. It wants to remake the world to be more hospitable to itself and its children. Which it then creates by spreading a plague that turns the infected into creatures like itself, which are known as brood spawn. The more people Father Llimic infects, the more he comes out of his sleep, and as it awakes the sun starts to go out, and darkness spells grow stronger while light spells weaken. He is called Father Llymic because he often projects an illusion of a friendly old man. Its true form is a massive demon like creature with scythes for arms, three eyes, and skin covered in icy crystal, with a CR of 18. Beings converted into brood spawn gain similar features.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the player are sent to investigate the disappearance of a caravan that was attacked by a tribe of barbarians that worship Father Llymic. After this a huge glacier and icy weather spreads down from the mountain where Father Llymic is imprisoned and strange ice monsters start attacking people. Soon whole towns and villages are transformed into brood spawn as the weather gets worse and worse while the sun gets darker and darker. The players must travel up the mountain while battling through mad cultists and many kinds of brood spawn to face and defeat Father Llymic.&lt;br /&gt;
&lt;br /&gt;
===The Hulks of Zoretha===&lt;br /&gt;
The Hulks of Zoretha are five giants made of stone from another world that plan to exterminate all life on this plane to make room for them to repopulate it with their own kind. As they awaken, the moon turns red, causing people to experience uncontrollable rage. Four of the hulks are female and are each associated with a different element while the last one is male and has wings. They are also completely indestructible as long as they are asleep. All of them are CR 16.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Soelma Nilaenish (elf, level 7 wizard, level 10 loremaster, level 1 rogue) hires the party to recover a copy of the Zoretha Scrolls, then later hires them again to protect the scrolls. She then travels with the party to stop the leader of the cult of Zoretha, Janwulf the Soulbiter (ice giant, level 11 bard). But after Janwulf is defeated Soelma betrays the party and takes control of the cult herself. Soelma is in fact horribly depressed and wants the world to be destroyed, while the old leader of the cult, Janwulf actually had no interest in waking up the hulks and just wanted power. The party then stops Soelma from completing the ritual to wake up the hulks but the moon doesn&#039;t return to normal and the whole world is at war. A single cultist escapes from the players and finishes the ritual to wake up the hulks and the players must then destroy them.&lt;br /&gt;
&lt;br /&gt;
===The Leviathan===&lt;br /&gt;
An immense sea monster that will destroy the world if it ever wakes up. As it gets close to awakening, the world is affected by extreme weather. The Leviathan does not have stats, as it is too big for the players to fight, but the players may battle against aspects of the leviathan, which are CR 16, or an advanced aspect, which is CR 20.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players save a port town from a disaster and are sent to investigate the cause of the strange weather. The party then encounters an defeats a cult that worships the leviathan, but their leader, a mysterious man named Enshaddon, escapes. Enshaddon is actually an advanced vampiric [[Ixitxachitl]] with 16 cleric levels named Axihuatl. He is a worshiper of Demogorgon and wants to partially wake up the leviathan using a shard of chaos in order to flood the world. After the players first disrupt his plans, he sends Marcus Hape (human, level 4 rogue, level 4 assassin, level 4 thrall of Demogogon) to kill them. With the help of a sage named Mytus who provides the players with magic and equipment for underwater travel, the players attack a temple located in a hollow spine on the leviathan&#039;s back and interrupt Axihuatl&#039;s ritual to wake up the leviathan, causing him to lose control of the beast. Axihuatl then allies with the players because he does not want the leviathan to completely destroy the world. They must then travel deeper into the temple and throw the shard of chaos into a pit at the bottom to put the leviathan back to sleep.&lt;br /&gt;
&lt;br /&gt;
=== [[Pandorym]] ===&lt;br /&gt;
In ancient times, a group of wizards wanted to threaten the gods, so they summoned an intelligent superweapon from another dimension which they named Pandorym, but then betrayed and sealed Pandorym away by separating its mind from its body and imprisoning them separately. The gods didn&#039;t like being threatened so they wiped the wizards out as soon as they had finished sealing Pandorym away. Pandorym desires to get revenge of the descendants of the wizards that imprisoned it, then fulfil its contract with them by killing all the gods, and if it is unable to return home after this it will destroy the world too. As Pandorym gets close to being freed, a glyph spread across the sky that interferes with the connections between planes, making many kinds of magic more difficult to use, especially conjuration. Pandorym&#039;s mindless body resembles a larger than normal [[Sphere of Annihilation]] that always moves towards anyone that tries to control it, which is kept in an extradimensional prison. Its mind is trapped inside of a crystal. When this crystal is damaged a shard of its mind may escape, which has a CR of 25. Its fully released mind does not have stats, as it is too powerful for the players to defeat; if it does completely escape from the crystal prison, then only divine intervention can stop it from returning to its body.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Tune Majii (human, Level 2 bard, level 2 wizard) hires the player to find her missing father Lucather (quell, level 8 enchanter, level 10 loremaster), who has become enslaved to Pandorym. Meanwhile, the gods begin sending their mortal followers warnings that somebody is trying to unleash an unimaginably powerful evil. This person turns out to be a [[Lawful Stupid]] [[Inevitable]] named Obligatum VII (kolyarut, level 3 [[Hexblade]], level 5 [[Occult Slayer]]), who wants to release Pandorym because Pandorym&#039;s contract was violated and it must correct this regardless of the consequences. The players will have to travel to the prison where Pandorym&#039;s mind is kept and defeat Lucather and Obligatum VII as well as the prison&#039;s guardian constructs and undead. If they succeed in killing Obligatum VII, they may then have to travel to [[Mechanus]] to prevent Obligatum VIII from being made.&lt;br /&gt;
&lt;br /&gt;
=== [[Ragnorra]] ===&lt;br /&gt;
Ragnorra is an entity of corrupted life that wants to remake all life to fit her own ideals of what life should be. She travels between worlds in the form of a red comet, which crashes down on the world and begins spreading her skin and nerves over the planet, warping all creatures into aberrations. As Ragnorra gets closer to landing, positive energy spells become stronger but also cause gross blemishes, Ragnorra&#039;s spores start to fall from the sky that turn things into swarms of pests, living things gain healing abilities but are slowly corrupted into aberrations, and eventually even the dead start rising as aberrations, while undead are forced to flee unless they are underground. When Ragnorra crashes onto a planet she is reduced to a fraction of her full size but is still gargantuan size and has is CR 19 in both her initial form after landing, and her True Mother form taken when she merges with the neurotangle.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, a cult that worships Ragnorra called the Malshapers attempts to attract Ragnorra to the player&#039;s world using kidnapped people and other stolen living entities as bait to guide her on her path to the world. The leader of the cult is Irthicax Vane ([[Zenythri]], level 17 monk), whose world was destroyed by Ragnorra and once fought against her, but eventually went mad and turned to worshiping her, though the players may be able to convince him to help stop her. As Ragnorra approaches, mysterious springs with healing properties start popping up everywhere that are controlled by the Malshapers. Swarms of vermin begin appearing in cities, and in response to this undead beings start showing up to fight them. As the red comet continues to get closer the undead all start leaving. While the players are investigating to see if the undead are planning anything, they get repeatedly attacked by low rogues sent the Malshapers. Then an [[Aboleth]] mage with the ability to breath air falls from the sky and enslaves the risen corpses of the Malshapers. Then Ragnorra crashes into the earth and creates an enormous crater full of aberrations and corrupt flesh. The players must travel across this crater to reach the center and confront Ragnorra. Once she has transformed into her True Mother form, the players must defeat her by breaking her connection with the planet, and thus forcing her to leave.&lt;br /&gt;
&lt;br /&gt;
===[[Sertrous]]===&lt;br /&gt;
Sertrous was a powerful [[Obyrith]] that was killed in the distant past, but whose spirit clings to life in his severed skull. He was first killed for refusing to serve [[The Queen of Chaos]] but his spirit escaped to the material plane where he possessed a snake an made it into his new body. After he sent armies of snakes and monsters to attack mortals because he was jealous of the worship the gods received from them, he was then killed again by a Solar named Avamerin, but not before Sertrous revealed the secret that divine magic is possible to gain from any kind of faith, not just faith in a god. Avamerin at first didn&#039;t understand what Sertrous had said and shared the words with others, and when godless clerics started appearing as a result he was punished by being demoted to a Planetar. Avamerin then turned on his god and began working to bring Sertrous back to life. Avamerin now leads a cult of heretical [[Yuan-ti]] called The Vanguard of Sertrous that claims Sertrous is the true creator of the Yuan-ti. As Sertrous gets closer to returning to life, encounters with snakes and snake-like monsters become more and more frequent. Sertrous does not have stats because he is nothing but a immobile skull, but the players may fight against a CR 23 aspect of Sertrous.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players are hired to find out why a merchant has cut contact with his business partners and discover that he has fallen under the sway of a group of Yuan-ti who are lead by somebody named Seghulerak (Yuan-ti abomination, level 10 cleric, level 5 thaumaturgist) and do not worship the traditional Yuan-ti gods. Seghulerak and the Vanguard of Sertrous seize control of a major Yuan-ti city and start setting up &#039;&#039;serpentgates&#039;&#039; in temples around the world from which to launch invasions. The players investigate an infestation of snakes and interfere with the creation of one of these gates. The players eventually makes their way to the city where the Vanguard of Sertrous is based after many battles against Yuan-ti and other snake monsters and defeat Seghulerak, but her body vanishes when she is killed, leaving behind a pile of dead headless snakes. After some investigation the players learn about the Serpent Reliquary, an extradimensional temple that is the true base of the Vanguard. The players locate the portal the Reliquary and defeat Seghulerak again. After this they meet Avamerin, who will try to trick the players into leaving by lying that Sertrous never existed and this was all a test by the gods. If the players attack and defeat him, he is transformed into the aspect of Sertrous which the players must destroy. If the players are dumb enough to fall for his trick, he might send them to a layer of the abyss disguised as their home.&lt;br /&gt;
&lt;br /&gt;
===The [[Worm That Walks]]===&lt;br /&gt;
The Worm That Walks is an evil demigod named [[Kyuss]] that wants to conquer the world and bring about the age of worms to become a full god. As get gets closer to escaping his prison, the world becomes infested with giant centipedes and other worm-like monsters. [[Kyuss]] was once a prophet of an evil god who attempted to ascend to godhood by sacrificing all of his followers and transforming into a great monster made of worms, but he got stuck between mortality and godhood and trapped inside an obelisk. The Worm That Walks is a CR 20 aberration.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Edwin Tolstoff (human lesser worm that walks, level 3 necromancer, level 3 cleric, level 10 true necromancer), a villain from the book [[Exemplars of Evil]], escapes from his prison by having his grandchildren kill their mother and release him, causing spawn of Kyuss to start appearing. Edwin wants to released Kyuss from his prison because he hates being a worm that walks and hopes that Kyuss will either kill him or restore his humanity. The players are called to solve a murder mystery, whose culprit is a wererat named Draen, who works for Katarin Tolstoff. After solving this mystery, people are kidnapped and the players track them down to find an [[Avolakia]] who is turning his captives into spawn of Kyuss. Though the players defeat him, people continue disappearing all over the nation. When the party&#039;s spellcaster visits a local wizard&#039;s guild, they find that it has been ransacked and most of the wizard transformed into undead by Edwin. The most notable item he has stolen is a [[Well of Many Worlds]]. The Herald of Kyuss (Avolakia, level 8 cleric) working for Edwin then poses as an NPC ally the players know and tells them that a wizard named Emirikol the Chaotic is planning to destroy the universe by putting a [[Sphere of Annihilation]] into the well. This is a trick by Edwin to give him the chance to steal a Talisman of the Sphere from Emirikol while the players are fighting him. But Edwin is unable to find a sphere of annihilation, and so anonymously hires the players to go to the [[Tomb of Horrors]] and secretly follows them so that he can steal the sphere from the tomb. The players then must chase him to Wormcrawl island to stop him from using it to break Kyuss&#039;s prison. When he reaches the obelisk he completes the ritual and places the sphere of annihilation into the well of many worlds, creating a black hole and releasing Kyuss. The players will have to defeat Kyuss and stop the black hole from destroying reality if it isn&#039;t stopped by divine intervention. If you don&#039;t have the Exemplars of Evil book, it suggests replacing Edwin with a different villain. The book also suggests combining this plot with the [[Adventure Path]], &#039;&#039;Age of Worms&#039;&#039; from [[Dungeon Magazine]], which also features Kyuss.&lt;br /&gt;
&lt;br /&gt;
===[[Zargon]]===&lt;br /&gt;
Zargon is an ancient evil who once ruled over [[Baator]] as the father of the [[Baatorian]]s before Baator was conquered by Asmodeus and his [[Baatezu]]. Although he was defeated by Asmodeus, he could not be killed even by the gods and was imprisoned on the material plane. His horn is nearly indestructible and he will regenerate from it if the rest of his body is destroyed. Now he has given up on reclaiming Baator and wants to conquer the mortal world. As he gets closer to awakening the world is affected by extreme weather, including rains of slime that pollute water sources with a contagion that can turn people into [[slime]]s called Whelps of Zargon. Zargon is only CR 16, though according to the fluff he is capable of killing gods due to them being vulnerable to his powers.&lt;br /&gt;
&lt;br /&gt;
Dorn (Cynidicean, Level 1 rogue, level 3 fighter, level 3 ranger, level 7 thrall of Juiblex), the son of Zargon&#039;s high cultists, flees from Cynidicea, only to be captured by gnolls and rescued by the party. Zargon begins to wake up as his cultists dig him up. Dorn then gets captured by the cult of Juiblex who tortured and eventually brainwashed him into joining them. The players are then hired by an archeologists named Vanessa (Tiefling, level 7 [[Archivist]], level 7 [[Entropomancer]]) to take her to Cynidicea. However she gets separated from the party on the way and finds her way to Cynidicea alone, where she ends up joining Zargon&#039;s cult. The awakening of Zargon attracts the attention of [[Juiblex]], who sends Dorn to make an alliance with Zargon. [[Zuggtmoy]] attempts to stop Juiblex by having their own cult frame the Juiblex&#039;s cult for murders, which the party investigates. Vanessa convinces Dorn to take control of Zargon&#039;s cult with her, and they sacrifice Dorn&#039;s father to speed up Zargon&#039;s revival. Several factions try to manipulate the players into leading them to Zargon&#039;s resting places and the players must play them against each other to find out about Zargon and where to find him. The players eventually make it to Zargon&#039;s tomb just as he is fully revived and defeat him and his cultists and ooze servants. But in order to destroy Zargon permanently, they will have to throw his horn into the Eye of Zargon deep underground.&lt;br /&gt;
&lt;br /&gt;
==Dragon Magazine==&lt;br /&gt;
Two more being described as Elder Evils appeared in [[Dragon Magazine]].&lt;br /&gt;
&lt;br /&gt;
Zurguth, The Feasting Vast is mentioned in the article Ecology of the Kaorti, in issue #358.  Zurguth is an extremely powerful monster of the [[Far Realm]] in the form of an ocean of flesh. It accidentally created the [[Kaorti]] just by looking at a group of wizards who entered the Far Realm.&lt;br /&gt;
&lt;br /&gt;
===Shothragot===&lt;br /&gt;
Shothragot is detailed in issue #362, in an article written similarly to a chapter of the Elder Evils book.  Shothragot is an avatar of [[Tharizdun]] sealed beneath the temple of the Elder Elemental Eye, who works to free Tharizdun from his prizon by collecting the 333 gems of Tharizdun. Shothragot itself is too big for the players to defeat and so doesn&#039;t have stats, instead the players must ender inside of Shothragot and fight the Essence of Shothragot, which is CR 22. As Shothragot gets closer to completing is goal the sky is covered in a Seal of Binding, similar to the one produced by Pandorym.&lt;br /&gt;
&lt;br /&gt;
=4th Edition=&lt;br /&gt;
{{Dnd-stub}}&lt;br /&gt;
During 4th Edition, several of the Elder Evils were adapted by Dragon Magazine as potential sources of power for [[Warlock]]s.&lt;br /&gt;
=5th Edition=&lt;br /&gt;
Zargon the Returner was listed as a possible patron for great old one warlocks in the Players Handbook.  Mordenkainen&#039;s Tome of Foes describes the Elder Evils as the source of monsters known as [[Star Spawn]] and it includes a list of Elder Evils, which include both the elder evils from Lords of Madness, a few from the Elder Evils book, and some new ones.&lt;br /&gt;
&lt;br /&gt;
* Ityak-Ortheel, the Elf-Eater&lt;br /&gt;
* Dendar, the Night Serpent&lt;br /&gt;
* Borem of the Lake of Boiling Mud&lt;br /&gt;
* Kezef, the Chaos Hound&lt;br /&gt;
* Zargon, the Returner&lt;br /&gt;
* Carmnod, the Unseen&lt;br /&gt;
* Holashner, the Hunger Below&lt;br /&gt;
* Piscaethces, the Blood Queen&lt;br /&gt;
* Shothotugg, the Eater of Worlds&lt;br /&gt;
* Y&#039;chak, the Violet Flame&lt;br /&gt;
* Bolothamogg, Who Watches from Beyond the Stars&lt;br /&gt;
* Hargut, of the Gray Pestilence&lt;br /&gt;
* Haask, the Voice of Hargut&lt;br /&gt;
* Ragnorra, the Mother of Monsters&lt;br /&gt;
* The Hulks of Zoretha&lt;br /&gt;
* Kyuss, the Worm That Walks&lt;br /&gt;
* [[Tharizdun]], the Elder Elemental Eye&lt;br /&gt;
* Atropus, the World Born Dead&lt;br /&gt;
* Pandorym, the Utter Annihilation&lt;br /&gt;
* Haemnathuun, the Blood lord&lt;br /&gt;
* Maram of the Great Spear&lt;br /&gt;
* Tyranthraxus, the Flamed One&lt;br /&gt;
* [[The Queen of Chaos]]&lt;br /&gt;
* Father Llymic, the Alien Thought Given Flesh&lt;br /&gt;
&lt;br /&gt;
{{Template:D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Game Books]]&lt;br /&gt;
[[Category:Splatbook]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Book_of_Vile_Darkness&amp;diff=103301</id>
		<title>Book of Vile Darkness</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Book_of_Vile_Darkness&amp;diff=103301"/>
		<updated>2019-09-20T08:07:24Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7EC5:A000:719E:E0E7:F61B:8041: /* 3e Splatbook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tzeentchondtmørke.PNG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Book of Vile Darkness&#039;&#039;&#039; is a term from [[Dungeons &amp;amp; Dragons]] that can refer to either of two things; an in-game magical item, or a pair of [[Splatbook]]s that exist for [[Dungeons &amp;amp; Dragons 3rd Edition]] and [[Dungeons &amp;amp; Dragons 4th Edition]]. In case its edgy name didn&#039;t give it away, it&#039;s all about the EVIL side of things, with a goodly counterpart in the [[Book of Exalted Deeds]].&lt;br /&gt;
&lt;br /&gt;
==The Magical Item==&lt;br /&gt;
The Book of Vile Darkness has shown up in multiple editions of D&amp;amp;D, and is essentially a compilation of notes and musings on the nature of evil by some of the most wicked and profane beings in the [[Multiverse]]; [[Vecna]] is usually described as one of the first editors to craft the Book of Vile Darkness. In general, it&#039;s of great use to an evil spellcaster (or at least a [[cleric]]), but is hazardous to the body, mind and soul of anyone who isn&#039;t evil.&lt;br /&gt;
&lt;br /&gt;
==3e Splatbook==&lt;br /&gt;
Released for 3.0, the Book of Vile Darkness was a sourcebook on evil, containing a mixture of [[Wizards of the Coast|the authors&#039;]] personal musings on the nature of evil and how to use it in your games of [[Dungeons &amp;amp; Dragons]], either as adversaries for your party or by running an evil PC campaign yourself, and mechanical support for that goal in the form of new rules, equipment, systems, monsters, gods, etc.&lt;br /&gt;
&lt;br /&gt;
The book is widely regarded as something of an eye-roller, as it handles its themes clumsily at best. It was, however, the original splatbook for 3e to feature many classic &amp;quot;villainous&amp;quot; monsters, such as [[Demon Prince]]s and [[Archdevil]]s. The book has some serious balance issues. &lt;br /&gt;
&lt;br /&gt;
Some alternate options for bestow curse are presented. While most are pretty nasty social penalties and not really of note since the &#039;&#039;default&#039;&#039; options include &amp;quot;do nothing half the time&amp;quot;, it also has &amp;quot;Target is rendered sterile.&amp;quot; Since curses are relatively easy to remove (just cast the opposite spell), this tends to be an &#039;&#039;advantage&#039;&#039; to most [[Adventurers]]. The disease Festering Anger is also introduced which damages Constitution in exchange for an increase in Strength with no ceiling. It&#039;s as easy to break as &#039;&#039;healing the constitution damage&#039;&#039; (a mere second level spell, [[Archivist|or first if you know what you&#039;re doing]]). This can reach insane levels with Cancer Mage, a [[Prestige Class]] that doesn&#039;t take penalties from disease and was printed in &#039;&#039;&#039;the same exact book&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first chapter is titled, simply &#039;&#039;&#039;The Nature of Evil&#039;&#039;&#039;, and it talks a lot about what evil &amp;quot;is&amp;quot; in the context of D&amp;amp;D. It lists specific evil acts, details &amp;quot;evil&amp;quot; fetishes or addictions (with mechanical traits to add), lists several unique &amp;quot;vile gods&amp;quot; ([[Karaan]], [[Rallaster]], [[The Patient One]], [[Scahrossar]], [[The Xammux]], [[Yeathan]]), two new &amp;quot;vile&amp;quot; races ([[Vashar]], [[Jerren]]), and an overview on creating villains and malign sites, with examples of both.&lt;br /&gt;
&lt;br /&gt;
The second chapter is dedicated to &#039;&#039;&#039;Variant Rules&#039;&#039;&#039;; possession, sacrifices, curses, diseases, &amp;quot;The Calling&amp;quot; (a justification for an evil creature to  be mysteriously augmented by the powers of darkness), &amp;quot;Dark Chant&amp;quot; (an unholy litany that the undead can be used to hinder turning spells), &amp;quot;Dark Speech&amp;quot; (a system for a language of pure evil that can have mystical effects when uttered), using souls and liquid pain as power, creating hiveminds, the new mechanic of Vile Damage, a list of &amp;quot;evil weather&amp;quot; (violet rain, green fog, plague of nettles, rain of blood, rain of frogs/fish), and possible lingering effects of evil.&lt;br /&gt;
&lt;br /&gt;
The third chapter is all about &#039;&#039;&#039;Evil Equipment&#039;&#039;&#039;; torture devices, execution equipment, trapped armor &amp;amp; equipment, alchemical &amp;amp; quasi-magial items, drugs, poisons, and evil material components for spellcasting. It&#039;s kind of weird to have execution equipment here; after all, lawful good societies execute people too, and Fiendish Codex 2 even listed performing an execution as a &#039;&#039;lawful&#039;&#039; act, not an evil one.&lt;br /&gt;
&lt;br /&gt;
Chapter four is all about the &#039;&#039;&#039;Feats&#039;&#039;&#039;, and needs little further explanation.&lt;br /&gt;
&lt;br /&gt;
Chapter five is for &#039;&#039;&#039;[[Prestige Class]]es&#039;&#039;&#039;, introducing myriad ways for beings to tap into greater power from unholy sources:&lt;br /&gt;
* [[Cancer Mage]]: A mystic who seeks to explore the magical powers in disease, spreading plague and pestilence as weapons.&lt;br /&gt;
* [[Demonologist]]: A [[Conjurer]] who has focused on the futile art of mastering and subjugating [[demon]]s.&lt;br /&gt;
* [[Diabolist]]: A malevolent spellcaster who barters their soul to the Nine Hells of [[Baator]], hoping to master infernal magics and ultimately become a powerful [[devil]] themselves.&lt;br /&gt;
* [[Fiendish Disciple]]: A servitor of a specific [[archdevil]], who gains unique powers depending on which of the Nine that they serve. In the book, this is treated as a set of separate (but thematically identical) prestige classes, representing disciples of [[Asmodeus]], [[Baalzebul]], [[Dispater]], [[Mammon]], and [[Mephistopheles]].&lt;br /&gt;
* [[Lifedrinker]]: A [[vampire]] who has learned to draw ever-greater magical power from the blood they ingest, imbuing themselves with pronounced spellcasting abilities.&lt;br /&gt;
* [[Mortal Hunter]]: A dark parody of the [[Ranger]], Mortal Hunters are fiends who have trained themselves specially to hunt down and assassinate mortals, allowing them to remove those who stand in the ways of their masters&#039; plans.&lt;br /&gt;
* [[Soul Eater]]: A monster that has transformed itself into an abomination that devours the souls of living beings in order to fuel its own might.&lt;br /&gt;
* [[Demonic Thrall]]: The [[Abyss]]al counterpart to the Fiendish Disciple, a Demonic Thrall is a devout worshipper of a specific [[Demon Prince]] who gains powerful abilities in emulation of their master. Demon Princes granted thralls in this book consist of [[Demogorgon]], [[Graz&#039;zt]], [[Juiblex]] and [[Orcus]].&lt;br /&gt;
* [[Ur-Priest]]: An arch-blasphemer who hates the gods so much that they learn methods of secretly leeching away divine power from them to serve their own needs.&lt;br /&gt;
* [[Vermin Lord]]: A mage who seeks to master the power that comes from controlling and communing with invertebrates; insects, arachnids, and all other squirming lowly beasts.&lt;br /&gt;
* [[Warrior of Darkness]]: A warrior who seeks to enhance their physical might by augmenting themselves with vile alchemical reagents and black magic rituals.&lt;br /&gt;
&lt;br /&gt;
Chapter 6 is all about the &#039;&#039;&#039;Magic&#039;&#039;&#039;; new spells, new magic items, and new malevolent artifacts.&lt;br /&gt;
&lt;br /&gt;
Chapter 7 is devoted to &#039;&#039;&#039;Lords of Evil&#039;&#039;&#039;, covering several [[Archdevil]]s and [[Demon Prince]]s. It also briefly covers how to handle clerics sworn to a specific archfiend. The archfiends covered in this chapter are:&lt;br /&gt;
* [[Demogorgon]]&lt;br /&gt;
* [[Graz&#039;zt]]&lt;br /&gt;
* [[Juiblex]]&lt;br /&gt;
* [[Orcus]]&lt;br /&gt;
* [[Yeenoghu]]&lt;br /&gt;
* [[Bel]]&lt;br /&gt;
* [[Dispater]]&lt;br /&gt;
* [[Mammon]]&lt;br /&gt;
* [[Belial]] and [[Fierna]]&lt;br /&gt;
* [[Levistus]]&lt;br /&gt;
* The Hag Countess&lt;br /&gt;
* [[Baalzebul]]&lt;br /&gt;
* [[Mephistopheles]]&lt;br /&gt;
* [[Asmodeus]]&lt;br /&gt;
&lt;br /&gt;
Naturally, chapter 8 follows this up with an assortment of new wicked monsters:&lt;br /&gt;
* [[Demon]] (Mane, Rutterkin, Bar-lgura, Babau, Shadow Demon, Chasme)&lt;br /&gt;
* [[Devil]] (Kocrachon, Ghargatula)&lt;br /&gt;
* [[Eye of Fear and Flame]]&lt;br /&gt;
* [[Kython]] (Broodling, Juvenile, Adult, Impaler, Slaymaster, Slaugtherking)&lt;br /&gt;
* [[Vaath]]&lt;br /&gt;
* [[Vilewight]]&lt;br /&gt;
* Creature Templates: Bone&amp;lt; Corpse, Corrupted&lt;br /&gt;
&lt;br /&gt;
Finally, it ends with an appendix discussing how to handle evil PCs, specifically addressing a singular evil PC, an evil party, and how to run an evil campaign.&lt;br /&gt;
&lt;br /&gt;
==4e Splatbook==&lt;br /&gt;
Much like its 3e counterpart, 4e&#039;s Book of Vile Darkness was a sourcebook on evil in [[Dungeons &amp;amp; Dragons]], divided into two physical splatbooks. The DM&#039;s book is full of advice for DMs on how to use evil or to run evil campaigns, complete with monsters, cursed items and other foulness to use against players. The Player&#039;s book, in comparison, is all about new PC goodies for malevolent (or at least seriously antiheroic) PCs, including character themes and [[Paragon Path]]s.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dungeon Master&#039;s Book&#039;&#039;&#039; opens with the chapter &#039;&#039;Evil Unearthed&#039;&#039;. Fairly brief, this describes the history of the in-game Book of Vile Darkness, and briefly touches upon the nature of evil - not by attempting to strictly define things as evil, as was the case in 3e, but more examining general traits of evil.&lt;br /&gt;
&lt;br /&gt;
The second chapter is &#039;&#039;Evil Campaigns&#039;&#039;, which covers all of the issues from a DM&#039;s perspective on creating evil adventurers and running campaigns that either feature them or which are directly evil in nature, including the tricky issue of &amp;quot;how do you motivate an evil PC&amp;quot; and &amp;quot;what do they actually want to do&amp;quot;. It closes with two sample campaigns that, whilst perhaps not requiring truly evil PCs, do feature a theme of battling true evil and arguably requiring some moral ambiguity; War for Hell, in which the party becomes caught up in open civil war in Baator, and Hunger of the Nine-Tongued Worm, in which the party must battle the [[tsochar]] before they can unleash [[Mak Thuum Ngatha]] on the [[World Axis]].&lt;br /&gt;
&lt;br /&gt;
Chapter three, &#039;&#039;Vile Encounters&#039;&#039;, opens with a discussion on how to impress upon players that they are fighting truly evil forces. This then segues into a number of new &amp;quot;vile themed&amp;quot; terrain features, followed by mechanics for cursing players and several sample curses. It finishes up with unnatural and evil-touched plagues (resurrecting some from its 3e counterpart), and an assortment of vile-themed traps and hazards for dungeons.&lt;br /&gt;
* Vile Terrain: Agony Amplifier, Carnage Stone, Festering Corruption, Forgotten Soul, Green Fog, Hellfire, Larvae Pool, Lingering Evil&lt;br /&gt;
* Curses: Accumulated Years, Misery Eternal, Sentient Tumor, Tomb King&#039;s Wrath, Werewolf Lycanthropy&lt;br /&gt;
* Vile Diseases: Deathsong, Demon Fever, Faceless Hate, Melting Fury, Psychic Parasites, Scarlet Plague&lt;br /&gt;
* Vile Traps &amp;amp; Hazards: Crypt Thing, Death Mold, Far Realm Anomaly, Glyph of Changes, Iron Boot, Lunacy Mist, Mirror of Life Trapping, Rot Grub Pit, Symbol of Death&lt;br /&gt;
&lt;br /&gt;
Chapter four gives its identity away with its title: &#039;&#039;Villains and Monsters&#039;&#039;. The bulk of it is advice on how to create and run different kinds of villain for your D&amp;amp;D campaign. It follows it up with several new monster themes, for customizing monsters for a specific role, a couple of new beasties to boot, an d some sample villainous organizations.&lt;br /&gt;
* Monster Themes: Chaos Beast, Devotee of Darkness, Doomdreamer, Maenad, Moilian Dead, Slave to the Nine Hells&lt;br /&gt;
* Monsters: Fallen Angel (Winter, Sorrow, Death), [[Hordeling]], Wrath Devil, Nhagruul Dragonspawn, Filth Hag, [[Tsochar]] (Parasite, Wearer of Flesh, Worm Servant, Noble)&lt;br /&gt;
* Vile Organizations: Chosen of the Sun (mad fanatics who commit atrocities in pursuit of stamping out evil), Dark Brotherhood (cult of [[Tharizdun]] that believes &amp;quot;Good&amp;quot; is a cosmic mistake), Disciples of Nhagruul (guardians of the Book of Vile Darkness who seek to use it to unleash an apocalypse), Kargatane (a lich&#039;s secret police that seeks immortality through transformation into vampires), Servants of Xopos ([[Slaad]] cultists who seek to facilitate wide-spread infection of mortals with larval slaadi).&lt;br /&gt;
&lt;br /&gt;
Chapter five, &#039;&#039;Dark Rewards&#039;&#039;, is all about potential magic that stems from a place in the darker parts of the multiverse; cursed items, unholy blessings, and twisted magical items.&lt;br /&gt;
* Cursed Items: Berserk Weapon, Boot of Many Steps, Cloak of Poison, Cursed Weapon, Potion of Delusion&lt;br /&gt;
* Divine Boons: Asmodeus&#039;s Dread Authority, Bane&#039;s Battle Acumen, Gruumsh&#039;s Bloodthirsty Wrath, Lolth&#039;s Fickle Favor, Tharizdun&#039;s Madness Spiral, Tiamat&#039;s Insatiable Greed, Torog&#039;s Inescapable Suffering, Vecna&#039;s Dark Secret, Zehir&#039;s Shadow Cloak&lt;br /&gt;
* Sinister Items: Bracers of Suffering, Flesh-Eating Rod, Girdle of Skulls, Midnight Blade, Obsidian Wand, Ring of Domination, Serpentine Knife of Zannad, Skull of Terror&lt;br /&gt;
&lt;br /&gt;
Finally, the book closes with its sixth chapter, &#039;&#039;The Vile Tome&#039;&#039;, a mini-campaign in which the party crosses paths with the Book of Vile Darkness and is given a chance to disrupt it, or even destroy it. This chapter also features the mechanics for the Book of Vile Darkness as a 4e artifact.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Player&#039;s Book&#039;&#039;&#039;, unlike its DM&#039;s counterpart, is not broken into nice, neat chapters. Instead, it opens with an immediate introduction that discusses the realities of playing an evil PC from a player&#039;s perspective - in particular hammering the point that this is &#039;&#039;not&#039;&#039; an excuse for the player to be a dick to the rest of the players or to the DM. It then examines some evil adventuring party archetypes, followed by individual &amp;quot;villain protagonist&amp;quot; archetypes, and other tips on creating villain PCs from scratch.&lt;br /&gt;
&lt;br /&gt;
The next segment examines the different Power Sources in a [[World Axis]] campaign - Arcane, Divine, Martial, Primal, Psionic and Shadow - and these sources color the attitudes, behaviors, goals and desires of villainous PCs. This segment also expands the list of the [[Primal Spirits]] with the addition of Gnaw; the shunned and feared patron of scavengers, detrivores and vermin.&lt;br /&gt;
&lt;br /&gt;
From here, the book presents several new villainous character themes; the Cultist, the Disgraced Noble, the Infernal Slave, the Reaver and the Vile Scholar.&lt;br /&gt;
&lt;br /&gt;
Naturally, the next section is devoted to evil [[Paragon Path]]s, in the form of the Blood-Crazed Berserker, Contract Killer, Demonologist, Idol of Darkness and Vermin Lord, before ending with an [[Epic Destiny]], in the Exemplar of Evil.&lt;br /&gt;
&lt;br /&gt;
It finishes its list of content with an assortment of new feats.&lt;br /&gt;
&lt;br /&gt;
==Differences Between Versions==&lt;br /&gt;
&lt;br /&gt;
As might be expected by the tonal differences between 3rd and 4th edition Dungeons and Dragons, the two Splatbooks are entirely different entities.  The contrasts are so numerous, it could be argued that the two products are related by title much more than content.  Without having to read both, though, a brief analysis could be thus:&lt;br /&gt;
&lt;br /&gt;
* [[Monte Cook]] authored the 3rd edition book, and the imagery includes [[Promotions]] with approximately 7 female nipples throughout.&lt;br /&gt;
&lt;br /&gt;
* Robert J. Schwalb wrote the 4th edition book, and it doesn&#039;t include Cancer Mages or any mentions of bestiality.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Game Books]]&lt;br /&gt;
[[Category:Splatbook]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Book_of_Vile_Darkness&amp;diff=103300</id>
		<title>Book of Vile Darkness</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Book_of_Vile_Darkness&amp;diff=103300"/>
		<updated>2019-09-20T08:06:02Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7EC5:A000:719E:E0E7:F61B:8041: /* 3e Splatbook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tzeentchondtmørke.PNG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Book of Vile Darkness&#039;&#039;&#039; is a term from [[Dungeons &amp;amp; Dragons]] that can refer to either of two things; an in-game magical item, or a pair of [[Splatbook]]s that exist for [[Dungeons &amp;amp; Dragons 3rd Edition]] and [[Dungeons &amp;amp; Dragons 4th Edition]]. In case its edgy name didn&#039;t give it away, it&#039;s all about the EVIL side of things, with a goodly counterpart in the [[Book of Exalted Deeds]].&lt;br /&gt;
&lt;br /&gt;
==The Magical Item==&lt;br /&gt;
The Book of Vile Darkness has shown up in multiple editions of D&amp;amp;D, and is essentially a compilation of notes and musings on the nature of evil by some of the most wicked and profane beings in the [[Multiverse]]; [[Vecna]] is usually described as one of the first editors to craft the Book of Vile Darkness. In general, it&#039;s of great use to an evil spellcaster (or at least a [[cleric]]), but is hazardous to the body, mind and soul of anyone who isn&#039;t evil.&lt;br /&gt;
&lt;br /&gt;
==3e Splatbook==&lt;br /&gt;
Released for 3.0, the Book of Vile Darkness was a sourcebook on evil, containing a mixture of [[Wizards of the Coast|the authors&#039;]] personal musings on the nature of evil and how to use it in your games of [[Dungeons &amp;amp; Dragons]], either as adversaries for your party or by running an evil PC campaign yourself, and mechanical support for that goal in the form of new rules, equipment, systems, monsters, gods, etc.&lt;br /&gt;
&lt;br /&gt;
The book is widely regarded as something of an eye-roller, as it handles its themes clumsily at best. It was, however, the original splatbook for 3e to feature many classic &amp;quot;villainous&amp;quot; monsters, such as [[Demon Prince]]s and [[Archdevil]]s. The book has some serious balance issues. &lt;br /&gt;
&lt;br /&gt;
Some alternate options for bestow curse are presented. While most are pretty nasty social penalties and not really of note since the &#039;&#039;default&#039;&#039; options include &amp;quot;do nothing half the time&amp;quot;, it also has &amp;quot;Target is rendered sterile.&amp;quot; Since curses are relatively easy to remove (just cast the opposite spell), this tends to be an &#039;&#039;advantage&#039;&#039; to most [[Adventurers]]. The disease Festering Anger is also introduced which damages Constitution in exchange for an increase in Strength with no ceiling. It&#039;s as easy to break as &#039;&#039;healing the constitution damage&#039;&#039; (a mere second level spell, [[Archivist|or first if you know what you&#039;re doing]]). This can reach insane levels with Cancer Mage, a [[Prestige Class]] that doesn&#039;t take penalties from disease and was printed in &#039;&#039;&#039;the same exact book&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first chapter is titled, simply &#039;&#039;&#039;The Nature of Evil&#039;&#039;&#039;, and it talks a lot about what evil &amp;quot;is&amp;quot; in the context of D&amp;amp;D. It lists specific evil acts, details &amp;quot;evil&amp;quot; fetishes or addictions (with mechanical traits to add), lists several unique &amp;quot;vile gods&amp;quot; ([[Karaan]], [[Rallaster]], [[The Patient One]], [[Scahrossar]], [[The Xammux]], [[Yeathan]]), two new &amp;quot;vile&amp;quot; races ([[Vashar]], [[Jerren]]), and an overview on creating villains and malign sites, with examples of both.&lt;br /&gt;
&lt;br /&gt;
The second chapter is dedicated to &#039;&#039;&#039;Variant Rules&#039;&#039;&#039;; possession, sacrifices, curses, diseases, &amp;quot;The Calling&amp;quot; (a justification for an evil creature to  be mysteriously augmented by the powers of darkness), &amp;quot;Dark Chant&amp;quot; (an unholy litany that the undead can be used to hinder turning spells), &amp;quot;Dark Speech&amp;quot; (a system for a language of pure evil that can have mystical effects when uttered), using souls and liquid pain as power, creating hiveminds, the new mechanic of Vile Damage, a list of &amp;quot;evil weather&amp;quot; (violet rain, green fog, plague of nettles, rain of blood, rain of frogs/fish), and possible lingering effects of evil.&lt;br /&gt;
&lt;br /&gt;
The third chapter is all about &#039;&#039;&#039;Evil Equipment&#039;&#039;&#039;; torture devices, execution equipment, trapped armor &amp;amp; equipment, alchemical &amp;amp; quasi-magial items, drugs, poisons, and evil material components for spellcasting. It&#039;s kind of weird to have execution equipment here; after all, lawful good societies execute people too, and Fiendish Codex 2 even listed performing an execution as a &#039;&#039;lawful&#039;&#039; act, not an evil one.&lt;br /&gt;
&lt;br /&gt;
Chapter four is all about the &#039;&#039;&#039;Feats&#039;&#039;&#039;, and needs little further explanation.&lt;br /&gt;
&lt;br /&gt;
Chapter five is for &#039;&#039;&#039;[[Prestige Class]]es&#039;&#039;&#039;, introducing myriad ways for beings to tap into greater power from unholy sources:&lt;br /&gt;
* [[Cancer Mage]]: A mystic who seeks to explore the magical powers in disease, spreading plague and pestilence as weapons.&lt;br /&gt;
* [[Demonologist]]: A [[Conjurer]] who has focused on the futile art of mastering and subjugating [[demon]]s.&lt;br /&gt;
* [[Diabolist]]: A malevolent spellcaster who barters their soul to the Nine Hells of [[Baator]], hoping to master infernal magics and ultimately become a powerful [[devil]] themselves.&lt;br /&gt;
* [[Fiendish Disciple]]: A servitor of a specific [[archdevil]], who gains unique powers depending on which of the Nine that they serve. In the book, this is treated as a set of separate (but thematically identical) prestige classes, representing disciples of [[Asmodeus]], [[Baalzebul]], [[Dispater]], [[Mammon]], and [[Mephistopheles]].&lt;br /&gt;
* [[Lifedrinker]]: A [[vampire]] who has learned to draw ever-greater magical power from the blood they ingest, imbuing themselves with pronounced spellcasting abilities.&lt;br /&gt;
* [[Mortal Hunter]]: A dark parody of the [[Ranger]], Mortal Hunters are fiends who have trained themselves specially to hunt down and assassinate mortals, allowing them to remove those who stand in the ways of their masters&#039; plans.&lt;br /&gt;
* [[Soul Eater]]: A monster that has transformed itself into an abomination that devours the souls of living beings in order to fuel its own might.&lt;br /&gt;
* [[Demonic Thrall]]: The [[Abyss]]al counterpart to the Fiendish Disciple, a Demonic Thrall is a devout worshipper of a specific [[Demon Prince]] who gains powerful abilities in emulation of their master. Demon Princes granted thralls in this book consist of [[Demogorgon]], [[Graz&#039;zt]], [[Juiblex]] and [[Orcus]].&lt;br /&gt;
* [[Ur-Priest]]: An arch-blasphemer who hates the gods so much that they learn methods of secretly leeching away divine power from them to serve their own needs.&lt;br /&gt;
* [[Vermin Lord]]: A mage who seeks to master the power that comes from controlling and communing with invertebrates; insects, arachnids, and all other squirming lowly beasts.&lt;br /&gt;
* [[Warrior of Darkness]]: A warrior who seeks to enhance their physical might by augmenting themselves with vile alchemical reagents and black magic rituals.&lt;br /&gt;
&lt;br /&gt;
Chapter 6 is all about the &#039;&#039;&#039;Magic&#039;&#039;&#039;; new spells, new magic items, and new malevolent artifacts.&lt;br /&gt;
&lt;br /&gt;
Chapter 7 is devoted to &#039;&#039;&#039;Lords of Evil&#039;&#039;&#039;, covering several [[Archdevil]]s and [[Demon Prince]]s. It also briefly covers how to a handle clerics sworn to a specific archfiend. The archfiends covered in this chapter are:&lt;br /&gt;
* [[Demogorgon]]&lt;br /&gt;
* [[Graz&#039;zt]]&lt;br /&gt;
* [[Juiblex]]&lt;br /&gt;
* [[Orcus]]&lt;br /&gt;
* [[Yeenoghu]]&lt;br /&gt;
* [[Bel]]&lt;br /&gt;
* [[Dispater]]&lt;br /&gt;
* [[Mammon]]&lt;br /&gt;
* [[Belial]] and [[Fierna]]&lt;br /&gt;
* [[Levistus]]&lt;br /&gt;
* The Hag Countess&lt;br /&gt;
* [[Baalzebul]]&lt;br /&gt;
* [[Mephistopheles]]&lt;br /&gt;
* [[Asmodeus]]&lt;br /&gt;
&lt;br /&gt;
Naturally, chapter 8 follows this up with an assortment of new wicked monsters:&lt;br /&gt;
* [[Demon]] (Mane, Rutterkin, Bar-lgura, Babau, Shadow Demon, Chasme)&lt;br /&gt;
* [[Devil]] (Kocrachon, Ghargatula)&lt;br /&gt;
* [[Eye of Fear and Flame]]&lt;br /&gt;
* [[Kython]] (Broodling, Juvenile, Adult, Impaler, Slaymaster, Slaugtherking)&lt;br /&gt;
* [[Vaath]]&lt;br /&gt;
* [[Vilewight]]&lt;br /&gt;
* Creature Templates: Bone&amp;lt; Corpse, Corrupted&lt;br /&gt;
&lt;br /&gt;
Finally, it ends with an appendix discussing how to handle evil PCs, specifically addressing a singular evil PC, an evil party, and how to run an evil campaign.&lt;br /&gt;
&lt;br /&gt;
==4e Splatbook==&lt;br /&gt;
Much like its 3e counterpart, 4e&#039;s Book of Vile Darkness was a sourcebook on evil in [[Dungeons &amp;amp; Dragons]], divided into two physical splatbooks. The DM&#039;s book is full of advice for DMs on how to use evil or to run evil campaigns, complete with monsters, cursed items and other foulness to use against players. The Player&#039;s book, in comparison, is all about new PC goodies for malevolent (or at least seriously antiheroic) PCs, including character themes and [[Paragon Path]]s.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dungeon Master&#039;s Book&#039;&#039;&#039; opens with the chapter &#039;&#039;Evil Unearthed&#039;&#039;. Fairly brief, this describes the history of the in-game Book of Vile Darkness, and briefly touches upon the nature of evil - not by attempting to strictly define things as evil, as was the case in 3e, but more examining general traits of evil.&lt;br /&gt;
&lt;br /&gt;
The second chapter is &#039;&#039;Evil Campaigns&#039;&#039;, which covers all of the issues from a DM&#039;s perspective on creating evil adventurers and running campaigns that either feature them or which are directly evil in nature, including the tricky issue of &amp;quot;how do you motivate an evil PC&amp;quot; and &amp;quot;what do they actually want to do&amp;quot;. It closes with two sample campaigns that, whilst perhaps not requiring truly evil PCs, do feature a theme of battling true evil and arguably requiring some moral ambiguity; War for Hell, in which the party becomes caught up in open civil war in Baator, and Hunger of the Nine-Tongued Worm, in which the party must battle the [[tsochar]] before they can unleash [[Mak Thuum Ngatha]] on the [[World Axis]].&lt;br /&gt;
&lt;br /&gt;
Chapter three, &#039;&#039;Vile Encounters&#039;&#039;, opens with a discussion on how to impress upon players that they are fighting truly evil forces. This then segues into a number of new &amp;quot;vile themed&amp;quot; terrain features, followed by mechanics for cursing players and several sample curses. It finishes up with unnatural and evil-touched plagues (resurrecting some from its 3e counterpart), and an assortment of vile-themed traps and hazards for dungeons.&lt;br /&gt;
* Vile Terrain: Agony Amplifier, Carnage Stone, Festering Corruption, Forgotten Soul, Green Fog, Hellfire, Larvae Pool, Lingering Evil&lt;br /&gt;
* Curses: Accumulated Years, Misery Eternal, Sentient Tumor, Tomb King&#039;s Wrath, Werewolf Lycanthropy&lt;br /&gt;
* Vile Diseases: Deathsong, Demon Fever, Faceless Hate, Melting Fury, Psychic Parasites, Scarlet Plague&lt;br /&gt;
* Vile Traps &amp;amp; Hazards: Crypt Thing, Death Mold, Far Realm Anomaly, Glyph of Changes, Iron Boot, Lunacy Mist, Mirror of Life Trapping, Rot Grub Pit, Symbol of Death&lt;br /&gt;
&lt;br /&gt;
Chapter four gives its identity away with its title: &#039;&#039;Villains and Monsters&#039;&#039;. The bulk of it is advice on how to create and run different kinds of villain for your D&amp;amp;D campaign. It follows it up with several new monster themes, for customizing monsters for a specific role, a couple of new beasties to boot, an d some sample villainous organizations.&lt;br /&gt;
* Monster Themes: Chaos Beast, Devotee of Darkness, Doomdreamer, Maenad, Moilian Dead, Slave to the Nine Hells&lt;br /&gt;
* Monsters: Fallen Angel (Winter, Sorrow, Death), [[Hordeling]], Wrath Devil, Nhagruul Dragonspawn, Filth Hag, [[Tsochar]] (Parasite, Wearer of Flesh, Worm Servant, Noble)&lt;br /&gt;
* Vile Organizations: Chosen of the Sun (mad fanatics who commit atrocities in pursuit of stamping out evil), Dark Brotherhood (cult of [[Tharizdun]] that believes &amp;quot;Good&amp;quot; is a cosmic mistake), Disciples of Nhagruul (guardians of the Book of Vile Darkness who seek to use it to unleash an apocalypse), Kargatane (a lich&#039;s secret police that seeks immortality through transformation into vampires), Servants of Xopos ([[Slaad]] cultists who seek to facilitate wide-spread infection of mortals with larval slaadi).&lt;br /&gt;
&lt;br /&gt;
Chapter five, &#039;&#039;Dark Rewards&#039;&#039;, is all about potential magic that stems from a place in the darker parts of the multiverse; cursed items, unholy blessings, and twisted magical items.&lt;br /&gt;
* Cursed Items: Berserk Weapon, Boot of Many Steps, Cloak of Poison, Cursed Weapon, Potion of Delusion&lt;br /&gt;
* Divine Boons: Asmodeus&#039;s Dread Authority, Bane&#039;s Battle Acumen, Gruumsh&#039;s Bloodthirsty Wrath, Lolth&#039;s Fickle Favor, Tharizdun&#039;s Madness Spiral, Tiamat&#039;s Insatiable Greed, Torog&#039;s Inescapable Suffering, Vecna&#039;s Dark Secret, Zehir&#039;s Shadow Cloak&lt;br /&gt;
* Sinister Items: Bracers of Suffering, Flesh-Eating Rod, Girdle of Skulls, Midnight Blade, Obsidian Wand, Ring of Domination, Serpentine Knife of Zannad, Skull of Terror&lt;br /&gt;
&lt;br /&gt;
Finally, the book closes with its sixth chapter, &#039;&#039;The Vile Tome&#039;&#039;, a mini-campaign in which the party crosses paths with the Book of Vile Darkness and is given a chance to disrupt it, or even destroy it. This chapter also features the mechanics for the Book of Vile Darkness as a 4e artifact.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Player&#039;s Book&#039;&#039;&#039;, unlike its DM&#039;s counterpart, is not broken into nice, neat chapters. Instead, it opens with an immediate introduction that discusses the realities of playing an evil PC from a player&#039;s perspective - in particular hammering the point that this is &#039;&#039;not&#039;&#039; an excuse for the player to be a dick to the rest of the players or to the DM. It then examines some evil adventuring party archetypes, followed by individual &amp;quot;villain protagonist&amp;quot; archetypes, and other tips on creating villain PCs from scratch.&lt;br /&gt;
&lt;br /&gt;
The next segment examines the different Power Sources in a [[World Axis]] campaign - Arcane, Divine, Martial, Primal, Psionic and Shadow - and these sources color the attitudes, behaviors, goals and desires of villainous PCs. This segment also expands the list of the [[Primal Spirits]] with the addition of Gnaw; the shunned and feared patron of scavengers, detrivores and vermin.&lt;br /&gt;
&lt;br /&gt;
From here, the book presents several new villainous character themes; the Cultist, the Disgraced Noble, the Infernal Slave, the Reaver and the Vile Scholar.&lt;br /&gt;
&lt;br /&gt;
Naturally, the next section is devoted to evil [[Paragon Path]]s, in the form of the Blood-Crazed Berserker, Contract Killer, Demonologist, Idol of Darkness and Vermin Lord, before ending with an [[Epic Destiny]], in the Exemplar of Evil.&lt;br /&gt;
&lt;br /&gt;
It finishes its list of content with an assortment of new feats.&lt;br /&gt;
&lt;br /&gt;
==Differences Between Versions==&lt;br /&gt;
&lt;br /&gt;
As might be expected by the tonal differences between 3rd and 4th edition Dungeons and Dragons, the two Splatbooks are entirely different entities.  The contrasts are so numerous, it could be argued that the two products are related by title much more than content.  Without having to read both, though, a brief analysis could be thus:&lt;br /&gt;
&lt;br /&gt;
* [[Monte Cook]] authored the 3rd edition book, and the imagery includes [[Promotions]] with approximately 7 female nipples throughout.&lt;br /&gt;
&lt;br /&gt;
* Robert J. Schwalb wrote the 4th edition book, and it doesn&#039;t include Cancer Mages or any mentions of bestiality.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Game Books]]&lt;br /&gt;
[[Category:Splatbook]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Xammux&amp;diff=495351</id>
		<title>The Xammux</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Xammux&amp;diff=495351"/>
		<updated>2019-09-20T08:00:52Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7EC5:A000:719E:E0E7:F61B:8041: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = The Xammux&lt;br /&gt;
|Symbol = A pair of glistening, razor sharp steel calipers&lt;br /&gt;
|Alignment = Neutral Evil&lt;br /&gt;
|Divine Rank = Demigods, collective deity&lt;br /&gt;
|Pantheon = Unknown&lt;br /&gt;
|Portfolio = Experimentation, exploration, forbidden knowledge, indifference&lt;br /&gt;
|Domains = Darkness, Evil, Knowledge&lt;br /&gt;
|Home Plane = &lt;br /&gt;
|Worshippers = Explorers, scientists&lt;br /&gt;
|Favoured Weapon = &#039;&#039;Long knife&#039;&#039; (short sword)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;The Xammux&#039;&#039;&#039; is a composite entity; at least six separate beings that share a singular consciousness, all of which combines to make up a god of indifference and delving into forbidden knowledge through experimentation and exploration. It represents cold, analytical thinking in its extreme form; patron of those who will dispassionately pursue knowledge regardless of moral quandaries or ethical hang-ups. The Xammux is one of a small selection of &amp;quot;Vile Gods&amp;quot; introduced in the [[Dungeons &amp;amp; Dragons 3rd edition]] splatbook known as the [[Book of Vile Darkness]], alongside [[Karaan]], [[Rallaster]], [[The Patient One]], [[Scahrossar]], and [[Yeathan]].&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
Its worshippers are cold and calculating people, with a thirst for knowledge. They have no problems dissecting living beings to see how they biologically function, or putting them in torture chambers to find out their tolerance for pain.&lt;br /&gt;
&lt;br /&gt;
The temples of the Xammux are stark stone edifices filled with traps and ingenious locks. White plaster often covers the interior walls. Altars dedicated to the Xammux are always made of polished steel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Dungeons &amp;amp; Dragons Gods]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Book_of_Vile_Darkness&amp;diff=103299</id>
		<title>Book of Vile Darkness</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Book_of_Vile_Darkness&amp;diff=103299"/>
		<updated>2019-09-20T07:59:07Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7EC5:A000:719E:E0E7:F61B:8041: /* 3e Splatbook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tzeentchondtmørke.PNG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Book of Vile Darkness&#039;&#039;&#039; is a term from [[Dungeons &amp;amp; Dragons]] that can refer to either of two things; an in-game magical item, or a pair of [[Splatbook]]s that exist for [[Dungeons &amp;amp; Dragons 3rd Edition]] and [[Dungeons &amp;amp; Dragons 4th Edition]]. In case its edgy name didn&#039;t give it away, it&#039;s all about the EVIL side of things, with a goodly counterpart in the [[Book of Exalted Deeds]].&lt;br /&gt;
&lt;br /&gt;
==The Magical Item==&lt;br /&gt;
The Book of Vile Darkness has shown up in multiple editions of D&amp;amp;D, and is essentially a compilation of notes and musings on the nature of evil by some of the most wicked and profane beings in the [[Multiverse]]; [[Vecna]] is usually described as one of the first editors to craft the Book of Vile Darkness. In general, it&#039;s of great use to an evil spellcaster (or at least a [[cleric]]), but is hazardous to the body, mind and soul of anyone who isn&#039;t evil.&lt;br /&gt;
&lt;br /&gt;
==3e Splatbook==&lt;br /&gt;
Released for 3.0, the Book of Vile Darkness was a sourcebook on evil, containing a mixture of [[Wizards of the Coast|the authors&#039;]] personal musings on the nature of evil and how to use it in your games of [[Dungeons &amp;amp; Dragons]], either as adversaries for your party or by running an evil PC campaign yourself, and mechanical support for that goal in the form of new rules, equipment, systems, monsters, gods, etc.&lt;br /&gt;
&lt;br /&gt;
The book is widely regarded as something of an eye-roller, as it handles its themes clumsily at best. It was, however, the original splatbook for 3e to feature many classic &amp;quot;villainous&amp;quot; monsters, such as [[Demon Prince]]s and [[Archdevil]]s. The book has some serious balance issues. &lt;br /&gt;
&lt;br /&gt;
Some alternate options for bestow curse are presented. While most are pretty nasty social penalties and not really of note since the &#039;&#039;default&#039;&#039; options include &amp;quot;do nothing half the time&amp;quot;, it also has &amp;quot;Target is rendered sterile.&amp;quot; Since curses are relatively easy to remove (just cast the opposite spell), this tends to be an &#039;&#039;advantage&#039;&#039; to most [[Adventurers]]. The disease Festering Anger is also introduced which damages Constitution in exchange for an increase in Strength with no ceiling. It&#039;s as easy to break as &#039;&#039;healing the constitution damage&#039;&#039; (a mere second level spell, [[Archivist|or first if you know what you&#039;re doing]]). This can reach insane levels with Cancer Mage, a [[Prestige Class]] that doesn&#039;t take penalties from disease and was printed in &#039;&#039;&#039;the same exact book&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first chapter is titled, simply &#039;&#039;&#039;The Nature of Evil&#039;&#039;&#039;, and it talks a lot about what evil &amp;quot;is&amp;quot; in the context of D&amp;amp;D. It lists specific evil acts, details &amp;quot;evil&amp;quot; fetishes or addictions (with mechanical traits to add), lists several unique &amp;quot;vile gods&amp;quot; ([[Karaan]], [[Rallaster]], [[The Patient One]], [[Scahrossar]], [[The Xammux]], [[Yeathan]]), two new &amp;quot;vile&amp;quot; races ([[Vashar]], [[Jerren]]), and an overview on creating villains and malign sites, with examples of both.&lt;br /&gt;
&lt;br /&gt;
The second chapter is dedicated to &#039;&#039;&#039;Variant Rules&#039;&#039;&#039;; possession, sacrifices, curses, diseases, &amp;quot;The Calling&amp;quot; (a justification for an evil creature to  be mysteriously augmented by the powers of darkness), &amp;quot;Dark Chant&amp;quot; (an unholy litany that the undead can be used to hinder turning spells), &amp;quot;Dark Speech&amp;quot; (a system for a language of pure evil that can have mystical effects when uttered), using souls and liquid pain as power, creating hiveminds, the new mechanic of Vile Damage, a list of &amp;quot;evil weather&amp;quot; (violet rain, green fog, plague of nettles, rain of blood, rain of frogs/fish), and possible lingering effects of evil.&lt;br /&gt;
&lt;br /&gt;
The third chapter is all about &#039;&#039;&#039;Evil Equipment&#039;&#039;&#039;; torture devices, execution equipment, trapped armor &amp;amp; equipment, alchemical &amp;amp; quasi-magial items, drugs, poisons, and evil material components for spellcasting. It&#039;s kind of weird to have execution equipment here; after all, lawful good societies execute people too, and Fiendish Codex 2 even listed performing an execution as a &#039;&#039;lawful&#039;&#039; act, not an evil one.&lt;br /&gt;
&lt;br /&gt;
Chapter four is all about the &#039;&#039;&#039;Feats&#039;&#039;&#039;, and needs little further explanation.&lt;br /&gt;
&lt;br /&gt;
Chapter five is for &#039;&#039;&#039;[[Prestige Class]]es&#039;&#039;&#039;, introducing myriad ways for beings to tap into greater power from unholy sources:&lt;br /&gt;
* [[Cancer Mage]]: A mystic who seeks to explore the magical powers in disease, spreading plague and pestilence as weapons.&lt;br /&gt;
* [[Demonologist]]: A [[Conjurer]] who has focused on the futile art of mastering and subjugating [[demon]]s.&lt;br /&gt;
* [[Diabolist]]: A malevolent spellcaster who barters their soul to the Nine Hells of [[Baator]], hoping to master infernal magics and ultimately becoem a powerful [[devil]] themselves.&lt;br /&gt;
* [[Fiendish Disciple]]: A servitor of a specific [[archdevil]], who gains unique powers depending on which of the Nine that they serve. In the book, this is treated as a set of separate (but thematically identically) prestige classes, representing disciples of [[Asmodeus]], [[Baalzebul]], [[Dispater]], [[Mammon]], and [[Mephistopheles]].&lt;br /&gt;
* [[Lifedrinker]]: A [[vampire]] who has learned to draw ever-greater magical power from the blood they injest, imbuing themselves with pronounced spelcasting abilities.&lt;br /&gt;
* [[Mortal Hunter]]: A dark parody of the [[Ranger]], Mortal Hunters are fiends who have trained themselves specially to hunt down and assassinate mortals, allowing them to remove those who stand in the ways of their masters&#039; plans.&lt;br /&gt;
* [[Soul Eater]]: A monster that has transformed itself into an abomination that devours the souls of living beings in order to fuel its own might.&lt;br /&gt;
* [[Demonic Thrall]]: The [[Abyss]]al counterpart to the Fiendish Disciple, a Demonic Thrall is a devout worshipper of a specific [[Demon Prince]] who gains powerful abilities in emulation of their master. Demon Princes granted thralls in this book consist of [[Demogorgon]], [[Graz&#039;zt]], [[Juiblex]] and [[Orcus]].&lt;br /&gt;
* [[Ur-Priest]]: An arch-blasphemer who hates the gods so much that they learn methods of secretly leeching away divine power from them to serve their own needs.&lt;br /&gt;
* [[Vermin Lord]]: A mage who seeks to master the power that comes from controlling and communing with invertebrates; insects, arachnids, and all other squirming lowly beasts.&lt;br /&gt;
* [[Warrior of Darkness]]: A warrior who seeks to enhance their physical might by augmenting themselves with vile alchemical reagents and black magic rituals.&lt;br /&gt;
&lt;br /&gt;
Chapter 6 is all about the &#039;&#039;&#039;Magic&#039;&#039;&#039;; new spells, new magic items, and new malevolent artifacts.&lt;br /&gt;
&lt;br /&gt;
Chapter 7 is devoted to &#039;&#039;&#039;Lords of Evil&#039;&#039;&#039;, covering several [[Archdevil]]s and [[Demon Prince]]s. It also briefly covers how to a handle clerics sworn to a specific archfiend. The archfiends covered in this chapter are:&lt;br /&gt;
* [[Demogorgon]]&lt;br /&gt;
* [[Graz&#039;zt]]&lt;br /&gt;
* [[Juiblex]]&lt;br /&gt;
* [[Orcus]]&lt;br /&gt;
* [[Yeenoghu]]&lt;br /&gt;
* [[Bel]]&lt;br /&gt;
* [[Dispater]]&lt;br /&gt;
* [[Mammon]]&lt;br /&gt;
* [[Belial]] and [[Fierna]]&lt;br /&gt;
* [[Levistus]]&lt;br /&gt;
* The Hag Countess&lt;br /&gt;
* [[Baalzebul]]&lt;br /&gt;
* [[Mephistopheles]]&lt;br /&gt;
* [[Asmodeus]]&lt;br /&gt;
&lt;br /&gt;
Naturally, chapter 8 follows this up with an assortment of new wicked monsters:&lt;br /&gt;
* [[Demon]] (Mane, Rutterkin, Bar-lgura, Babau, Shadow Demon, Chasme)&lt;br /&gt;
* [[Devil]] (Kocrachon, Ghargatula)&lt;br /&gt;
* [[Eye of Fear and Flame]]&lt;br /&gt;
* [[Kython]] (Broodling, Juvenile, Adult, Impaler, Slaymaster, Slaugtherking)&lt;br /&gt;
* [[Vaath]]&lt;br /&gt;
* [[Vilewight]]&lt;br /&gt;
* Creature Templates: Bone&amp;lt; Corpse, Corrupted&lt;br /&gt;
&lt;br /&gt;
Finally, it ends with an appendix discussing how to handle evil PCs, specifically addressing a singular evil PC, an evil party, and how to run an evil campaign.&lt;br /&gt;
&lt;br /&gt;
==4e Splatbook==&lt;br /&gt;
Much like its 3e counterpart, 4e&#039;s Book of Vile Darkness was a sourcebook on evil in [[Dungeons &amp;amp; Dragons]], divided into two physical splatbooks. The DM&#039;s book is full of advice for DMs on how to use evil or to run evil campaigns, complete with monsters, cursed items and other foulness to use against players. The Player&#039;s book, in comparison, is all about new PC goodies for malevolent (or at least seriously antiheroic) PCs, including character themes and [[Paragon Path]]s.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dungeon Master&#039;s Book&#039;&#039;&#039; opens with the chapter &#039;&#039;Evil Unearthed&#039;&#039;. Fairly brief, this describes the history of the in-game Book of Vile Darkness, and briefly touches upon the nature of evil - not by attempting to strictly define things as evil, as was the case in 3e, but more examining general traits of evil.&lt;br /&gt;
&lt;br /&gt;
The second chapter is &#039;&#039;Evil Campaigns&#039;&#039;, which covers all of the issues from a DM&#039;s perspective on creating evil adventurers and running campaigns that either feature them or which are directly evil in nature, including the tricky issue of &amp;quot;how do you motivate an evil PC&amp;quot; and &amp;quot;what do they actually want to do&amp;quot;. It closes with two sample campaigns that, whilst perhaps not requiring truly evil PCs, do feature a theme of battling true evil and arguably requiring some moral ambiguity; War for Hell, in which the party becomes caught up in open civil war in Baator, and Hunger of the Nine-Tongued Worm, in which the party must battle the [[tsochar]] before they can unleash [[Mak Thuum Ngatha]] on the [[World Axis]].&lt;br /&gt;
&lt;br /&gt;
Chapter three, &#039;&#039;Vile Encounters&#039;&#039;, opens with a discussion on how to impress upon players that they are fighting truly evil forces. This then segues into a number of new &amp;quot;vile themed&amp;quot; terrain features, followed by mechanics for cursing players and several sample curses. It finishes up with unnatural and evil-touched plagues (resurrecting some from its 3e counterpart), and an assortment of vile-themed traps and hazards for dungeons.&lt;br /&gt;
* Vile Terrain: Agony Amplifier, Carnage Stone, Festering Corruption, Forgotten Soul, Green Fog, Hellfire, Larvae Pool, Lingering Evil&lt;br /&gt;
* Curses: Accumulated Years, Misery Eternal, Sentient Tumor, Tomb King&#039;s Wrath, Werewolf Lycanthropy&lt;br /&gt;
* Vile Diseases: Deathsong, Demon Fever, Faceless Hate, Melting Fury, Psychic Parasites, Scarlet Plague&lt;br /&gt;
* Vile Traps &amp;amp; Hazards: Crypt Thing, Death Mold, Far Realm Anomaly, Glyph of Changes, Iron Boot, Lunacy Mist, Mirror of Life Trapping, Rot Grub Pit, Symbol of Death&lt;br /&gt;
&lt;br /&gt;
Chapter four gives its identity away with its title: &#039;&#039;Villains and Monsters&#039;&#039;. The bulk of it is advice on how to create and run different kinds of villain for your D&amp;amp;D campaign. It follows it up with several new monster themes, for customizing monsters for a specific role, a couple of new beasties to boot, an d some sample villainous organizations.&lt;br /&gt;
* Monster Themes: Chaos Beast, Devotee of Darkness, Doomdreamer, Maenad, Moilian Dead, Slave to the Nine Hells&lt;br /&gt;
* Monsters: Fallen Angel (Winter, Sorrow, Death), [[Hordeling]], Wrath Devil, Nhagruul Dragonspawn, Filth Hag, [[Tsochar]] (Parasite, Wearer of Flesh, Worm Servant, Noble)&lt;br /&gt;
* Vile Organizations: Chosen of the Sun (mad fanatics who commit atrocities in pursuit of stamping out evil), Dark Brotherhood (cult of [[Tharizdun]] that believes &amp;quot;Good&amp;quot; is a cosmic mistake), Disciples of Nhagruul (guardians of the Book of Vile Darkness who seek to use it to unleash an apocalypse), Kargatane (a lich&#039;s secret police that seeks immortality through transformation into vampires), Servants of Xopos ([[Slaad]] cultists who seek to facilitate wide-spread infection of mortals with larval slaadi).&lt;br /&gt;
&lt;br /&gt;
Chapter five, &#039;&#039;Dark Rewards&#039;&#039;, is all about potential magic that stems from a place in the darker parts of the multiverse; cursed items, unholy blessings, and twisted magical items.&lt;br /&gt;
* Cursed Items: Berserk Weapon, Boot of Many Steps, Cloak of Poison, Cursed Weapon, Potion of Delusion&lt;br /&gt;
* Divine Boons: Asmodeus&#039;s Dread Authority, Bane&#039;s Battle Acumen, Gruumsh&#039;s Bloodthirsty Wrath, Lolth&#039;s Fickle Favor, Tharizdun&#039;s Madness Spiral, Tiamat&#039;s Insatiable Greed, Torog&#039;s Inescapable Suffering, Vecna&#039;s Dark Secret, Zehir&#039;s Shadow Cloak&lt;br /&gt;
* Sinister Items: Bracers of Suffering, Flesh-Eating Rod, Girdle of Skulls, Midnight Blade, Obsidian Wand, Ring of Domination, Serpentine Knife of Zannad, Skull of Terror&lt;br /&gt;
&lt;br /&gt;
Finally, the book closes with its sixth chapter, &#039;&#039;The Vile Tome&#039;&#039;, a mini-campaign in which the party crosses paths with the Book of Vile Darkness and is given a chance to disrupt it, or even destroy it. This chapter also features the mechanics for the Book of Vile Darkness as a 4e artifact.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Player&#039;s Book&#039;&#039;&#039;, unlike its DM&#039;s counterpart, is not broken into nice, neat chapters. Instead, it opens with an immediate introduction that discusses the realities of playing an evil PC from a player&#039;s perspective - in particular hammering the point that this is &#039;&#039;not&#039;&#039; an excuse for the player to be a dick to the rest of the players or to the DM. It then examines some evil adventuring party archetypes, followed by individual &amp;quot;villain protagonist&amp;quot; archetypes, and other tips on creating villain PCs from scratch.&lt;br /&gt;
&lt;br /&gt;
The next segment examines the different Power Sources in a [[World Axis]] campaign - Arcane, Divine, Martial, Primal, Psionic and Shadow - and these sources color the attitudes, behaviors, goals and desires of villainous PCs. This segment also expands the list of the [[Primal Spirits]] with the addition of Gnaw; the shunned and feared patron of scavengers, detrivores and vermin.&lt;br /&gt;
&lt;br /&gt;
From here, the book presents several new villainous character themes; the Cultist, the Disgraced Noble, the Infernal Slave, the Reaver and the Vile Scholar.&lt;br /&gt;
&lt;br /&gt;
Naturally, the next section is devoted to evil [[Paragon Path]]s, in the form of the Blood-Crazed Berserker, Contract Killer, Demonologist, Idol of Darkness and Vermin Lord, before ending with an [[Epic Destiny]], in the Exemplar of Evil.&lt;br /&gt;
&lt;br /&gt;
It finishes its list of content with an assortment of new feats.&lt;br /&gt;
&lt;br /&gt;
==Differences Between Versions==&lt;br /&gt;
&lt;br /&gt;
As might be expected by the tonal differences between 3rd and 4th edition Dungeons and Dragons, the two Splatbooks are entirely different entities.  The contrasts are so numerous, it could be argued that the two products are related by title much more than content.  Without having to read both, though, a brief analysis could be thus:&lt;br /&gt;
&lt;br /&gt;
* [[Monte Cook]] authored the 3rd edition book, and the imagery includes [[Promotions]] with approximately 7 female nipples throughout.&lt;br /&gt;
&lt;br /&gt;
* Robert J. Schwalb wrote the 4th edition book, and it doesn&#039;t include Cancer Mages or any mentions of bestiality.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Game Books]]&lt;br /&gt;
[[Category:Splatbook]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194776</id>
		<title>Elder Evils</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Elder_Evils&amp;diff=194776"/>
		<updated>2019-09-20T07:41:31Z</updated>

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&lt;div&gt;[[Elder Evils]] are ancient evil beings of immense power whose existence threatens the world.  Some Elder Evils are gods, while others are merely god like beings, such as extremely powerful [[Fiend]]s and creatures of the [[Far Realm]].  The concept of Elder Evils was first talked about in the book [[Lords of Madness]], which lists five beings of immense power that are respected by the Aboleths as the closest thing they have to gods.  Later, the [[Splatbook]] Elder Evils went into detail about how to use Elder Evils in a campaign.  Elder Evils are also mentioned in 4th and 5th edition.&lt;br /&gt;
&lt;br /&gt;
=3rd Edition=&lt;br /&gt;
==Lords of Madness==&lt;br /&gt;
While most [[Aboleth]]s do not worship gods, there are five godlike beings that they pay respects to, which are described in the book [[Lords of Madness]].&lt;br /&gt;
* [[Bolothamogg]], Him Who Watches from Beyond the Stars: A primal force that keeps the multiverse separated from the outer dimensions.&lt;br /&gt;
* [[Holashner]], the Hunger Below: A gigantic centipede squid thing that eats its way through the material plane, leaving behind a black substance that can be compressed into Bilestone, a substance that debilitates non-aberrations.&lt;br /&gt;
* [[Piscaethces]], The Blood Queen: The origin of aboleths. She wanders throughout the multiverse spawning new aboleths. If she were to ever return aboleths would see it as proof that the multiverse isn&#039;t infinite.&lt;br /&gt;
* [[Shothotugg]], Eater of Worlds: A mass of liquid that travels between worlds, poisoning and parasitizing them and slowly changing the laws of the multiverse as it does so.&lt;br /&gt;
* [[Y&#039;chak]], The Violet Flame: A pillar of violet flames concealing a form so horrifying it would destroy anyone who looked at it. It encourages mortals to worship evil gods and may be responsible for the creation of many of those gods.&lt;br /&gt;
&lt;br /&gt;
==Elder Evils (the book)==&lt;br /&gt;
The book Elder Evils was released near the end of 3.5 edition as a tool for dungeon masters wanting to end their current campaign and switch to 4th edition. The Elder Evils described in the book are entities with the potential to end the world, and thus end the campaign if the players fail to stop them, or act as a satisfyingly epic final boss for the players. The book instructs the DM on how to base a campaign around stopping one of these beings. The book does not describe every detail of the campaigns like most books, but instead gives a general outline of the plot, plus the stats for major enemies the players will encounter, and details of the final dungeon, and what adjustments to make if the campaign is set in [[Faerun]] or [[Eberron]]. Many of them are not stated, as they are too powerful when fully unleashed for the players to stop, but instead only have stats for an aspect of them.&lt;br /&gt;
&lt;br /&gt;
===[[Atropus]]===&lt;br /&gt;
Known as The World Born Dead, Atropus is a moon sized undead creature that is as old as creation and desires the end of all life. It destroys worlds by crashing on them and then draining them of all positive energy. Atropus cannot be destroyed, but the players can drive it away. As Atropus approaches the world necromancy spells become more powerful and the dead begin to rise as undead spontaneously. Atropus itself has no stats, but the Aspect of Atropus is a CR 23 undead. Atropus is also infested with many kinds of undead, including famine spirits, advanced deathshriekers, rage winds, angels of decay, nightcrawlers, nightwalkers, nightwings, dread wraiths, and a single dread boneyard. Atropus is also a very hostile environment with no atmosphere unless it is about to collide with the world, and has a variety of effects that harm the living and boost the undead.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Caira Xasten (human, level 5 bard, level 5 rogue, level 10 [[Ur-Priest]]) wants to attract Atropus to destroy the world to get revenge on the gods, blaming them for the death of her husband who was killed by a falling meteorite. To do this she and her cult first seek out a book about Atropus, then try to obtain the [[Book of Vile Darkness]] in order to learn the &#039;&#039;apocalypse of the sky&#039;&#039; spell which she will attempt to cast on a large city to attract Atropus with the mass death. Meanwhile, the world is also invaded by a powerful general of [[Orcus]] who also wants to summon Atropus named Gorguth ([[Bodak]], level 2 ranger, level 1 fighter, level 9 blackguard), who rides on a powerful construct named Skyshadow and leading his own army of the undead to cause mass death. After failing to stop either one of them, the players them must travel to Atropus and battle against a variety of undead monsters until they find and defeat the aspect of Atropus, which will cause Atropus to retreat.&lt;br /&gt;
&lt;br /&gt;
=== [[Father Llymic]] ===&lt;br /&gt;
Father Llymic is an entity from the [[Far Realm]] that sleeps in an icy prison that melts in darkness and thickens in sunlight. It wants to remake the world to be more hospitable to itself and its children. Which it then creates by spreading a plague that turns the infected into creatures like itself, which are known as brood spawn. The more people Father Llimic infects, the more he comes out of his sleep, and as it awakes the sun starts to go out, and darkness spells grow stronger while light spells weaken. He is called Father Llymic because he often projects an illusion of a friendly old man. Its true form is a massive demon like creature with scythes for arms, three eyes, and skin covered in icy crystal, with a CR of 18. Beings converted into brood spawn gain similar features.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the player are sent to investigate the disappearance of a caravan that was attacked by a tribe of barbarians that worship Father Llymic. After this a huge glacier and icy weather spreads down from the mountain where Father Llymic is imprisoned and strange ice monsters start attacking people. Soon whole towns and villages are transformed into brood spawn as the weather gets worse and worse while the sun gets darker and darker. The players must travel up the mountain while battling through mad cultists and many kinds of brood spawn to face and defeat Father Llymic.&lt;br /&gt;
&lt;br /&gt;
===The Hulks of Zoretha===&lt;br /&gt;
The Hulks of Zoretha are five giants made of stone from another world that plan to exterminate all life on this plane to make room for them to repopulate it with their own kind. As they awaken, the moon turns red, causing people to experience uncontrollable rage. Four of the hulks are female and are each associated with a different element while the last one is male and has wings. They are also completely indestructible as long as they are asleep. All of them are CR 16.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Soelma Nilaenish (elf, level 7 wizard, level 10 loremaster, level 1 rogue) hires the party to recover a copy of the Zoretha Scrolls, then later hires them again to protect the scrolls. She then travels with the party to stop the leader of the cult of Zoretha, Janwulf the Soulbiter (ice giant, level 11 bard). But after Janwulf is defeated Soelma betrays the party and takes control of the cult herself. Soelma is in fact horribly depressed and wants the world to be destroyed, while the old leader of the cult, Janwulf actually had no interest in waking up the hulks and just wanted power. The party then stops Soelma from completing the ritual to wake up the hulks but the moon doesn&#039;t return to normal and the whole world is at war. A single cultist escapes from the players and finishes the ritual to wake up the hulks and the players must then destroy them.&lt;br /&gt;
&lt;br /&gt;
===The Leviathan===&lt;br /&gt;
An immense sea monster that will destroy the world if it ever wakes up. As it gets close to awakening, the world is affected by extreme weather. The Leviathan does not have stats, as it is too big for the players to fight, but the players may battle against aspects of the leviathan, which are CR 16, or an advanced aspect, which is CR 20.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players save a port town from a disaster and are sent to investigate the cause of the strange weather. The party then encounters an defeats a cult that worships the leviathan, but their leader, a mysterious man named Enshaddon, escapes. Enshaddon is actually an advanced vampiric [[Ixitxachitl]] with 16 cleric levels named Axihuatl. He is a worshiper of Demogorgon and wants to partially wake up the leviathan using a shard of chaos in order to flood the world. After the players first disrupt his plans, he sends Marcus Hape (human, level 4 rogue, level 4 assassin, level 4 thrall of Demogogon) to kill them. With the help of a sage named Mytus who provides the players with magic and equipment for underwater travel, the players attack a temple located in a hollow spine on the leviathan&#039;s back and interrupt Axihuatl&#039;s ritual to wake up the leviathan, causing him to lose control of the beast. Axihuatl then allies with the players because he does not want the leviathan to completely destroy the world. They must then travel deeper into the temple and throw the shard of chaos into a pit at the bottom to put the leviathan back to sleep.&lt;br /&gt;
&lt;br /&gt;
=== [[Pandorym]] ===&lt;br /&gt;
In ancient times, a group of wizards wanted to threaten the gods, so they summoned an intelligent superweapon from another dimension which they named Pandorym, but then betrayed and sealed Pandorym away by separating its mind from its body and imprisoning them separately. The gods didn&#039;t like being threatened so they wiped the wizards out as soon as they had finished sealing Pandorym away. Pandorym desires to get revenge of the descendants of the wizards that imprisoned it, then fulfil its contract with them by killing all the gods, and if it is unable to return home after this it will destroy the world too. As Pandorym gets close to being freed, a glyph spread across the sky that interferes with the connections between planes, making many kinds of magic more difficult to use, especially conjuration. Pandorym&#039;s mindless body resembles a larger than normal [[Sphere of Annihilation]] that always moves towards anyone that tries to control it, which is kept in an extradimensional prison. Its mind is trapped inside of a crystal. When this crystal is damaged a shard of its mind may escape, which has a CR of 25. Its fully released mind does not have stats, as it is too powerful for the players to defeat; if it does completely escape from the crystal prison, then only divine intervention can stop it from returning to its body.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Tune Majii (human, Level 2 bard, level 2 wizard) hires the player to find her missing father Lucather (quell, level 8 enchanter, level 10 loremaster), who has become enslaved to Pandorym. Meanwhile, the gods begin sending their mortal followers warnings that somebody is trying to unleash an unimaginably powerful evil. This person turns out to be a [[Lawful Stupid]] [[Inevitable]] named Obligatum VII (kolyarut, level 3 [[Hexblade]], level 5 [[Occult Slayer]]), who wants to release Pandorym because Pandorym&#039;s contract was violated and it must correct this regardless of the consequences. The players will have to travel to the prison where Pandorym&#039;s mind is kept and defeat Lucather and Obligatum VII as well as the prison&#039;s guardian constructs and undead. If they succeed in killing Obligatum VII, they may then have to travel to [[Mechanus]] to prevent Obligatum VIII from being made.&lt;br /&gt;
&lt;br /&gt;
=== [[Ragnorra]] ===&lt;br /&gt;
Ragnorra is an entity of corrupted life that wants to remake all life to fit her own ideals of what life should be. She travels between worlds in the form of a red comet, which crashes down on the world and begins spreading her skin and nerves over the planet, warping all creatures into aberrations. As Ragnorra gets closer to landing, positive energy spells become stronger but also cause gross blemishes, Ragnorra&#039;s spores start to fall from the sky that turn things into swarms of pests, living things gain healing abilities but are slowly corrupted into aberrations, and eventually even the dead start rising as aberrations, while undead are forced to flee unless they are underground. When Ragnorra crashes onto a planet she is reduced to a fraction of her full size but is still gargantuan size and has is CR 19 in both her initial form after landing, and her True Mother form taken when she merges with the neurotangle.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, a cult that worships Ragnorra called the Malshapers attempts to attract Ragnorra to the player&#039;s world using kidnapped people and other stolen living entities as bait to guide her on her path to the world. The leader of the cult is Irthicax Vane ([[Zenythri]], level 17 monk), whose world was destroyed by Ragnorra and once fought against her, but eventually went mad and turned to worshiping her, though the players may be able to convince him to help stop her. As Ragnorra approaches, mysterious springs with healing properties start popping up everywhere that are controlled by the Malshapers. Swarms of vermin begin appearing in cities, and in response to this undead beings start showing up to fight them. As the red comet continues to get closer the undead all start leaving. While the players are investigating to see if the undead are planning anything, they get repeatedly attacked by low rogues sent the Malshapers. Then an [[Aboleth]] mage with the ability to breath air falls from the sky and enslaves the risen corpses of the Malshapers. Then Ragnorra crashes into the earth and creates an enormous crater full of aberrations and corrupt flesh. The players must travel across this crater to reach the center and confront Ragnorra. Once she has transformed into her True Mother form, the players must defeat her by breaking her connection with the planet, and thus forcing her to leave.&lt;br /&gt;
&lt;br /&gt;
===[[Sertrous]]===&lt;br /&gt;
Sertrous was a powerful [[Obyrith]] that was killed in the distant past, but whose spirit clings to life in his severed skull. He was first killed for refusing to serve [[The Queen of Chaos]] but his spirit escaped to the material plane where he possessed a snake an made it into his new body. After he sent armies of snakes and monsters to attack mortals because he was jealous of the worship the gods received from them, he was then killed again by a Solar named Avamerin, but not before Sertrous revealed the secret that divine magic is possible to gain from any kind of faith, not just faith in a god. Avamerin at first didn&#039;t understand what Sertrous had said and shared the words with others, and when godless clerics started appearing as a result he was punished by being demoted to a Planetar. Avamerin then turned on his god and began working to bring Sertrous back to life. Avamerin now leads a cult of heretical [[Yuan-ti]] called The Vanguard of Sertrous that claims Sertrous is the true creator of the Yuan-ti. As Sertrous gets closer to returning to life, encounters with snakes and snake-like monsters become more and more frequent. Sertrous does not have stats because he is nothing but a immobile skull, but the players may fight against a CR 23 aspect of Sertrous.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, the players are hired to find out why a merchant has cut contact with his business partners and discover that he has fallen under the sway of a group of Yuan-ti who are lead by somebody named Seghulerak (Yuan-ti abomination, level 10 cleric, level 5 thaumaturgist) and do not worship the traditional Yuan-ti gods. Seghulerak and the Vanguard of Sertrous seize control of a major Yuan-ti city and start setting up &#039;&#039;serpentgates&#039;&#039; in temples around the world from which to launch invasions. The players investigate an infestation of snakes and interfere with the creation of one of these gates. The players eventually makes their way to the city where the Vanguard of Sertrous is based after many battles against Yuan-ti and other snake monsters and defeat Seghulerak, but her body vanishes when she is killed, leaving behind a pile of dead headless snakes. After some investigation the players learn about the Serpent Reliquary, an extradimensional temple that is the true base of the Vanguard. The players locate the portal the Reliquary and defeat Seghulerak again. After this they meet Avamerin, who will try to trick the players into leaving by lying that Sertrous never existed and this was all a test by the gods. If the players attack and defeat him, he is transformed into the aspect of Sertrous which the players must destroy. If the players are dumb enough to fall for his trick, he might send them to a layer of the abyss disguised as their home.&lt;br /&gt;
&lt;br /&gt;
===The [[Worm That Walks]]===&lt;br /&gt;
The Worm That Walks is an evil demigod named [[Kyuss]] that wants to conquer the world and bring about the age of worms to become a full god. As get gets closer to escaping his prison, the world becomes infested with giant centipedes and other worm-like monsters. [[Kyuss]] was once a prophet of an evil god who attempted to ascend to godhood by sacrificing all of his followers and transforming into a great monster made of worms, but he got stuck between mortality and godhood and trapped inside an obelisk. The Worm That Walks is a CR 20 aberration.&lt;br /&gt;
&lt;br /&gt;
In the suggested campaign, Edwin Tolstoff (human lesser worm that walks, level 3 necromancer, level 3 cleric, level 10 true necromancer), a villain from the book [[Exemplars of Evil]], escapes from his prison by having his grandchildren kill their mother and release him, causing spawn of Kyuss to start appearing. Edwin wants to released Kyuss from his prison because he hates being a worm that walks and hopes that Kyuss will either kill him or restore his humanity. The players are called to solve a murder mystery, whose culprit is a wererat named Draen, who works for Katarin Tolstoff. After solving this mystery, people are kidnapped and the players track them down to find an [[Avolakia]] who is turning his captives into spawn of Kyuss. Though the players defeat him, people continue disappearing all over the nation. When the party&#039;s spellcaster visits a local wizard&#039;s guild, they find that it has been ransacked and most of the wizard transformed into undead by Edwin. The most notable item he has stolen is a [[Well of Many Worlds]]. The Herald of Kyuss (Avolakia, level 8 cleric) working for Edwin then poses as an NPC ally the players know and tells them that a wizard named Emirikol the Chaotic is planning to destroy the universe by putting a [[Sphere of Annihilation]] into the well. This is a trick by Edwin to give him the chance to steal a Talisman of the Sphere from Emirikol while the players are fighting him. But Edwin is unable to find a sphere of annihilation, and so anonymously hires the players to go to the [[Tomb of Horrors]] and secretly follows them so that he can steal the sphere from the tomb. The players then must chase him to Wormcrawl island to stop him from using it to break Kyuss&#039;s prison. When he reaches the obelisk he completes the ritual and places the sphere of annihilation into the well of many worlds, creating a black hole and releasing Kyuss. The players will have to defeat Kyuss and stop the black hole from destroying reality if it isn&#039;t stopped by divine intervention. If you don&#039;t have the Exemplars of Evil book, it suggests replacing Edwin with a different villain. The book also suggests combining this plot with the [[Adventure Path]], &#039;&#039;Age of Worms&#039;&#039; from [[Dungeon Magazine]], which also features Kyuss.&lt;br /&gt;
&lt;br /&gt;
===[[Zargon]]===&lt;br /&gt;
Zargon is an ancient evil who once ruled over [[Baator]] as the father of the [[Baatorian]]s before Baator was conquered by Asmodeus and his [[Baatezu]]. Although he was defeated by Asmodeus, he could not be killed even by the gods and was imprisoned on the material plane. His horn is nearly indestructible and he will regenerate from it if the rest of his body is destroyed. Now he has given up on reclaiming Baator and wants to conquer the mortal world. As he gets closer to awakening the world is affected by extreme weather, including rains of slime that pollute water sources with a contagion that can turn people into [[slime]]s called Whelps of Zargon. Zargon is only CR 16, though according to the fluff he is capable of killing gods due to them being vulnerable to his powers.&lt;br /&gt;
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Dorn (Cynidicean, Level 1 rogue, level 3 fighter, level 3 ranger, level 7 thrall of Juiblex), the son of Zargon&#039;s high cultists, flees from Cynidicea, only to be captured by gnolls and rescued by the party. Zargon begins to wake up as his cultists dig him up. Dorn then gets captured by the cult of Juiblex who tortured and eventually brainwashed him into joining them. The players are then hired by an archeologists named Vanessa (Tiefling, level 7 [[Archivist]], level 7 [[Entropomancer]]) to take her to Cynidicea. However she gets separated from the party on the way and finds her way to Cynidicea alone, where she ends up joining Zargon&#039;s cult. The awakening of Zargon attracts the attention of [[Juiblex]], who sends Dorn to make an alliance with Zargon. [[Zuggtmoy]] attempts to stop Juiblex by having their own cult frame the Juiblex&#039;s cult for murders, which the party investigates. Vanessa convinces Dorn to take control of Zargon&#039;s cult with her, and they sacrifice Dorn&#039;s father to speed up Zargon&#039;s revival. Several factions try to manipulate the players into leading them to Zargon&#039;s resting places and the players must play them against each other to find out about Zargon and where to find him. The players eventually make it to Zargon&#039;s tomb just as he is fully revived and defeat him and his cultists and ooze servants. But in order to destroy Zargon permanently, they will have to throw his horn into the Eye of Zargon deep underground.&lt;br /&gt;
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==Dragon Magazine==&lt;br /&gt;
Two more being described as Elder Evils appeared in [[Dragon Magazine]].&lt;br /&gt;
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Zurguth, The Feasting Vast is mentioned in the article Ecology of the Kaorti, in issue #358.  Zurguth is an extremely powerful monster of the [[Far Realm]] in the form of an ocean of flesh. It accidentally created the [[Kaorti]] just by looking at a group of wizards who entered the Far Realm.&lt;br /&gt;
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===Shothragot===&lt;br /&gt;
Shothragot is detailed in issue #362, in an article written similarly to a chapter of the Elder Evils book.  Shothragot is an avatar of [[Tharizdun]] sealed beneath the temple of the Elder Elemental Eye, who works to free Tharizdun from his prizon by collecting the 333 gems of Tharizdun. Shothragot itself is too big for the players to defeat and so doesn&#039;t have stats, instead the players must ender inside of Shothragot and fight the Essence of Shothragot, which is CR 22. As Shothragot gets closer to completing is goal the sky is covered in a Seal of Binding, similar to the one produced by Pandorym.&lt;br /&gt;
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=4th Edition=&lt;br /&gt;
{{Dnd-stub}}&lt;br /&gt;
During 4th Edition, several of the Elder Evils were adapted by Dragon Magazine as potential sources of power for [[Warlock]]s.&lt;br /&gt;
=5th Edition=&lt;br /&gt;
Zargon the Returner was listed as a possible patron for great old one warlocks in the Players Handbook.  Mordenkainen&#039;s Tome of Foes describes the Elder Evils as the source of monsters known as [[Star Spawn]] and it includes a list of Elder Evils, which include both the elder evils from Lords of Madness, a few from the Elder Evils book, and some new ones.&lt;br /&gt;
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* Ityak-Ortheel, the Elf-Eater&lt;br /&gt;
* Dendar, the Night Serpent&lt;br /&gt;
* Borem of the Lake of Boiling Mud&lt;br /&gt;
* Kezef, the Chaos Hound&lt;br /&gt;
* Zargon, the Returner&lt;br /&gt;
* Carmnod, the Unseen&lt;br /&gt;
* Holashner, the Hunger Below&lt;br /&gt;
* Piscaethces, the Blood Queen&lt;br /&gt;
* Shothotugg, the Eater of Worlds&lt;br /&gt;
* Y&#039;chak, the Violet Flame&lt;br /&gt;
* Bolothamogg, Who Watches from Beyond the Stars&lt;br /&gt;
* Hargut, of the Gray Pestilence&lt;br /&gt;
* Haask, the Voice of Hargut&lt;br /&gt;
* Ragnorra, the Mother of Monsters&lt;br /&gt;
* The Hulks of Zoretha&lt;br /&gt;
* Kyuss, the Worm That Walks&lt;br /&gt;
* [[Tharizdun]], the Elder Elemental Eye&lt;br /&gt;
* Atropus, the World Born Dead&lt;br /&gt;
* Pandorym, the Utter Annihilation&lt;br /&gt;
* Haemnathuun, the Blood lord&lt;br /&gt;
* Maram of the Great Spear&lt;br /&gt;
* Tyranthraxus, the Flamed One&lt;br /&gt;
* [[The Queen of Chaos]]&lt;br /&gt;
* Father Llymic, the Alien Thought Given Flesh&lt;br /&gt;
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{{Template:D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
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[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Game Books]]&lt;br /&gt;
[[Category:Splatbook]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7EC5:A000:719E:E0E7:F61B:8041</name></author>
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