Move up to the speed of its magical propulsion unit, with one 90-degree turn. It might also use its transmute rock spell to restrain the party in mud. The normal magical counters to the layers' effects don't function. Any creature of chaotic alignment that starts its turn within 10 feet of the column gains 7 (2d6) temporary hit points, and such creatures have advantage on ability checks and saving throws while in the area. These fanatics believe they have a duty to guide Ragnorra to every suitable world. The original Zoretha Scrolls are not present. In combat, keep in mind the huge scale of the room. The process of maturation requires some time, so she focuses first on any threat to the True Mother chord. Other worms might use their victims as long-term parasitic hosts; when these hosts die, a swarm of multiple worms or a single giant worm might emerge from their corpses. The scrolls don't need to be understood to take effect; simply reading them is enough. He moves through the tunnels to new attack positions on the surface, and he never fights for more than two consecutive rounds before retreating to a membranous opening and repositioning for another attack. There is also a 10% chance each minute for the aspect of Atropus to lumber toward the characters from a random direction, 140 (4d6 × 10) feet away. At any given time, there are eight oozeblades (EdE 50B) and two slime shamans (EdE 51B) here reclining and relaxing. Be careful when using Fling on melee characters, but feel free to use this maximum range on any NPC that is accompanying the party, as well as on spellcasters that have access to magical flight or teleportation that enables them to escape the tar. You use part of your own life force to perform this vile ritual. If the grisgol is destroyed, the deathshrieker uses its Scream of the Dying ability. The blessed spawn of Kyuss (EdE 42B) rush into melee combat as fast as possible, attempting to restrain as many enemies as they can with multiple Plagues of Worms. Moderate: As faint, but each week at dawn, living creatures are cured as if by the lesser restoration spell. Painted on the east wall is a grotesque illustration depicting Zargon. See Encounter 1 for more details. Beginning in the third round of the encounter, she acts randomly in self-defense. On a failed save, the creature suffers one level of exhaustion. Now they serve as conduits to the Leviathan, manifesting creatures from its dreams and transporting them from the temple to elsewhere in the world. The twists and turns of the smaller chambers and tunnels provide useful ambush spots or defensible last stands. The bulette is looking for a way out of this frightening place, and she needs help to do that. If the cultist has the Spellcasting trait, it can choose one spell of 3rd level or lower. Each 5-foot square of the bridge has a weight tolerance of 500 pounds. The three smaller back chambers of the ritual room serve the cultists as storage areas. On a failed save, a creature is poisoned and suffers disadvantage on Constitution saving throws for 1 minute. Each creature within 20 feet of the impact must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature would die to this exhaustion, its Wisdom score is instead reduced to 0, and the creature becomes motionless, as if in prayer, and is effectively unconscious. Several cultists (minimum CR 8 each) make a stand here. The lines and symbols of a massive calling diagram cover the floor of this circular hallway. It moves out from its cave only close enough to unleash its Cold Breath and does not fly unless cornered. Learning one of these pieces of information about an elder evil requires an Intelligence (Arcana) or Intelligence (Religion) check, as listed in the original book. If successful, Zargon would kill all of the gods, leaving their celestial realms free to be conquered by and absorbed into the Abyss. Feel free to stock these prison cells with prominent NPCs that have been captured by the Vanguard in the campaign. This sign manifests as a glyph that spreads across the sky and increasingly interferes with planar communication and transportation. The Worm that Walks is a shifting mass of maggots and worms filled with the psychic imprint of a demigod named Kyuss. Sounds of combat in this room attract the attention of guards throughout the complex. The creature spawned depends on the Constitution modifier of the creature activating the source, as set out in the following table. In order to obtain this vile feat, the cultist flayed, burned, or otherwise mutilated its flesh, turning them into a grotesque shadow of their former self. When forced into melee, Zuvexus batters her opponents with a whirlwind of longswords. As in area C, the secret door that leads to area G can be discovered with a DC 20 Intelligence (Investigation) check and is protected by three glyphs of warding. Reference the original book if you are interested in lore and details regarding the Aspect of Atropus, Caira Xasten, and Gorguth and its mount Skyshadow. This takes place on initiative count 10 (losing initiative ties). The Worm that Walks is easy to incorporate into a campaign because of its association with several lesser creatures such as the spawn of Kyuss, the avolakia, and the ulgurstasta. Only one or two copies (in addition to the original scrolls) should exist in a given game world, since making a copy requires a scribe to voluntarily and permanently give up her sanity. 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