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at the base of zothotep s skull consuming the acroamatic gland imparts a rush of esoteric knowledge the intelligence of the eater increases by 2 for 24 hours and grants advantage on intelligence checks to keep spells from fading from memory all spent spell slots expended are immediately replenished spells returning to the mind of the caster however if the constitution save against corruption was failed the eater suffers from a severe headache and disorientation temporarily losing 2 points of wisdom for 24 hours 31h astral eye the jar in this room is topped with an inhuman eyeless visage the deity represented is the eyeless watcher a supposedly omniscient being whose knowledge of the multiverse past and present is absolute and total allowing it to perceive all actions past and present its followers are typically profound fatalists the astral eye is a curious blob of grey matter that occasionally flickers in and out of phase with this reality it belongs in the deepest part of zothotep s brain consuming the astral eye increases the wisdom of the eater by 2 for 24 hours and function as per the spell ghostsight allowing them to peer into layers of reality beyond those normally perceived the next time they dream the eater finds themselves in a disembodied state as per the spell subtle body tethered to their body by a silver cord and capable of traveling to the astral void between planes or to other planes of existence shifting planes using a wisdom check 31i noculi the jar in this room is topped with a faceless visage swathed in a fleshy cowl the god depicted on the lid is the first darkness see area 10 for details on this unspeakable one the nine noculi are huge jet black eyeballs each the size of an ogre s head they roll to and fro in the canopic jar eating one of the noculi grants a creature infravision for 60 feet or extends existing infravision for 60 feet then creature gains sunlight sensitivity however rolling with disadvantage on attack and defense rolls and on wisdom checks in direct sunlight if it already had sunlight sensitivity it becomes more acute direct sunlight leaving a creature completely blinded 31j triencephelon lobes a tentacled brain like entity is depicted on the lid of this jar this unspeakable one is the eldest mind a being of pure thought perhaps the totality of thought itself said to have come into being as the universe became conscious of itself the gigantic organ equivalent to zothotep s brain is contained here it brims with spells synapses crackling with eldritch energy anyone who eats any of the triencephelon lobes has disadvantage on the usual save against corruption and accrues double the corruption they normally would on a failure they temporarily gain one the spells zothotep has memorized see area 36 roll 1d10 to determine spellcasters can attempt to copy this spell into a codex grimoire or spellbook with an ability check using their spellcasting ability rolling with disadvantage since they do not have a written copy in addition they absorb a small amount of zothotep s consciousness anyone who absorbs a fragment of the hyperlich s mind will find that zothotep begins speaking to them urging them to revive him and promising lavish rewards the hyperlich proposes to make the character one of his disciples an archwizard of incomparable power and eventually a lich in their own right they will be given governorship over this world dominion over all those within it provided they swear fealty to the hyperlich their wildest imaginings will be made a reality 32 throne room a gigantic throne fills most of this chamber fashioned of glass or stone blacker than the emptiness between the stars strange abstract shapes dance inside the reflections within the throne of zothotep as if something were trapped inside climbing to the throne requires a strength check with disadvantage the throne cannot be penetrated by pitons and indeed is virtually indestructible save through powerful magic if a solitary creature is seated on the throne they are capable of issuing commands as per the spell edict those resisting the effects save with disadvantage moving the throne of zothotep would require magic to shrink it and transport it it is currently gigantic however it would be worth in the region of 10 000 guineas to buyers like master melchior s school of thaumaturgy enchantment the temple of the thousand suckered one the order of st monstrum and a handful of others 33 treasury this chamber is filled with an eclectic assemblage of objects the grave goods of zothotep these include shabti golems these six carven figures are each the size of an ogre hewn from what looks like black bone they evince a variety of grotesque forms each a monstrous amalgam of appendages tendrils mouths and eyes they shift in shape when no one is looking at them should any of the grave goods be touched the shabti golems animate to attack the thief the shabti golems always know the location of the grave goods and will pursue thieves unerringly returning all stolen treasures to the treasury though if treasure passes the sacred seal area 27 the golems will be unable to follow unless physically transported across themselves those who bear a piece of the consciousness of zothotep from eating his triencephelon lobes or those who have a corruption of at least 50 the shabti golems read such individuals as zothotep himself are ignored by the golems if a shabti golem is destroyed it re forms in 1 minute unless its individual pieces are permanently destroyed or somewhat kept from recombining for example by being thrown into an extradimensional space shabti golem 3 hd 20 hit points armour 1d4 1d3 claws str 1d8 1d4 bites str 1d6 and 1d2 tentacles str 1d10 speed 30 ft infravision 120 ft construct immune to mind influencing effects disease poison str 14 dex 8 con 15 int 2 wis 12 cha 8 attacks a shabti golem has between 3 and 9 attacks per round roll as indicated to determine how many of each attack it gets every round big shabti golems have a 10 foot reach regenerating shabti golems regenerate 1d10 hit points per round unless damaged by holy water box of stasis this gilded reliquary contains a pocket of frozen time when the lid is closed no time passes inside the box when it is opened time resumes the box currently contains the mummified head of xerxophon see below exhumation disc this black disc some 3 feet across the size of a coin relative to zothotep is adorned with unwholesome hieroglyphic marks and carvings which depict an army of the dead climbing from their graves if buried the disc causes all bodies within a 500 foot radius sphere to reanimate as skeletons or zombies clawing their way to the surface these undead creatures attack mindlessly those killed within range of the disc rise themselves command undead and similar spells can exert control over those reanimated by the disc figurines representing the sovereigns deposed by zothotep there 700 of them each would be worth about 5 guineas to the right buyer mirror of time reversal anyone who gazes into this large mirror big enough to serve zothotep as a hand mirror will experience a kind of localized time reversal as they look at their reflection wounds are healed corruption or radiation removed damaged equipment repairs itself and the like disappearing as the character peers into the mirror an amount of time equal to when a given injury or other effect occurred so for example if a wound was inflicted ten minutes ago looking into the mirror for ten minutes would heal the wound however a charisma save with disadvantage is required each hour to also avoid losing memories of past time if an entire session is rewound in this way another charisma save is required to avoid losing experience if the mirror is shattered those who looked into it must pass a constitution save to retain its effects the mummified head of xerxophon once a wizard king in his own right preserved in the box of stasis his world gnossus was conquered by zothotep in the dim mists of time the alien head can be revived using speak with dead and similar spells and contains a vast wealth of knowledge with an intelligence of 20 and advantage on any checks to recall arcane lore or identify spells it also has versions of the following spells memorized pocket dimension scry shadow army volcanic eruption xerxophon is cantankerous and deeply bitter he longs for vengeance against zothotep and will trade his arcane knowledge for assistance in obtaining a body if he is sewn to any roughly humanoid decapitated corpse he can use his power to attach to the corpse and reanimate it he will stop at nothing to destroy zothotep s phylactery night urn this huge jet black urn is about five feet in height and seems to absorb all light if opened it slowly plunges the area around it into night similar to a very powerful version of the spell crepusculate night spreading at a rate of 10 feet per round in all directions for every round that the urn remains open it remains night so long as the urn is open and intact night eventually spreading to blanket an entire planet if shattered and the pieces left unattended the urn repairs itself in 1 minute though the spell is disrupted if the urn is destroyed the peridot keystone which is not originally part of the treasury but has been kept here it can be removed from the treasury without activating the shabti golems the sanguineous stone this reddish black stone the size of a human head permanently transmutes any liquid it touches to blood this includes poisons and potions although magical liquids have a 50 chance of resisting transmutation transmutation occurs rapidly beginning with 5 cubic feet of liquid but expanding quickly if immersed in an ocean or river an entire waterway can be contaminated over a period of times days or weeks for a river months for an ocean if the sanguineous stone is removed the transformation halts but does not revert six ornate treasure chests containing coins and jewels plundered from throughout zothotep s dominion these alien objects have no value as currency but would be worth 1000 guineas per chest to the museum of magical arts and antiquities independent collectors or the metamorphic scholarium each chest is very heavy with 4 encumbrance worth of contents per chest 34 phylacterium hovering within a rectangle of glyphs is a massive polyhedral object whose exact contours defy humanoid perception its facets seem to shift and flicker in and out of reality looking at the object is painful but one gains the impression of a jagged mass of intersecting angles and planes formed from glimmering crystal attempting to cross the circle without the black spiral glyph activates a spell which reverses time and returns the consciousness of the trespasser to the moment they entered the chamber merely looking at the phylactery is dangerous requiring a wisdom save to avoid 1 psychic damage per round and bleeding from the eyes ears and nostrils anyone with over 50 corruption is immune to this effect touching the phylactery is similarly ill advised requiring an immediate constitution save to avoid 2d6 damage as the intruder is twisted and contorted by the reality shifting field the phylactery exudes they gain corruption equal to the damage sustained entering the phylactery on the ethereal plane is even worse zothotep s soul swirls within a hideous pulsating consciousness which will attempt to devour the spirit or anyone who touches it contact with zothotep s soul requires a charisma save opposed by zothotep s see area 36 below to avoid 1d6 charisma drain a creature totally drained of charisma is absorbed by the hyperlich no known magic has been devised capable of actually destroying the phylactery any spell cast at the phylactery requires a spellcasting check with disadvantage on a failure the spell rebounds and hits the caster instead although spells such as annihilate appear to destroy it the phylactery is unstuck from time and so simply winds time backwards to avoid being destroyed theoretically the phylactery could be destroyed if it could first be anchored in time if the phylactery is taken into an antimagic zone it rewinds time to avoid being placed there 35 antechamber there is an intense cinnamon reek barely disguising a fouler mustiness a huge desiccated alchemically embalmed sphinx like creature with a tentacled skull like visage and membranous bat wings watches over this chamber or it would if it weren t slumbering purring eerily its tendrils twitching in its sleep the mummified horror the cephalosphinx wakes and attacks if it detects intruders unless the intruder recites the many titles of zothotep without pause it allows those who bear a piece of the consciousness of zothotep from eating his triencephelon lobes such as greybreath and her disciples or have a corruption of at least 50 to pass unmolested most goblins will not venture into this chamber cephalosphinx 5 hd 30 hit points armour 1d2 2 claws str 1d8 plus tentacles str 1d10 speed 40 ft fly 40 ft infravision 120 ft undead immune to mind influencing effects disease poison str 15 dex 10 con 15 int 2 wis 16 cha 10 big the cephalophinx has a 10 foot reach mummy mould anyone hit by the cephalosphinx s attacks must pass a constitution save or become infected with mummy mould their wounds fester with musty spores stiffening and slowly becoming undead natural healing ceases to function and magical healing is only half as effective unless the disease is removed either by amputating infected limbs or through heal disease or similar magic a fresh constitution save with disadvantage is required each day on a failure the disease lowers the hit point maximum of the afflicted by 1 three consecutive successes fight off the disease a creature killed by mummy mould rises as a mummy in 24 hours a puppet of the fungal infection terrifying gaze the empty eye sockets of the cephalosphinx bore into the mind of whoever the sphinx looks at the target must describe their greatest fear and make a charisma on a failure visions of this fear fill their mind and they are paralyzed with terror for a number of rounds equal to the amount by which they failed the sphinx can only target one foe at once with this attack if it breaks its gaze the effect ends 36 tomb of the hyperlich containment chamber there is a 25 chance of finding greybreath the shaman a 25 chance of finding 2d4 of her disciples and a 10 chance of finding both offering thanks to the hyperlich for allowing the fodder clan to feed on his ancient form and cutting flesh from his body to return to the village area 30 as a kind of communion the translucent crystalline structure that fills this chamber is not immediately recognizable as a sarcophagus it s simply too large but then your eyes adjust take in the massive inhuman limbs the snaking facial tendrils the mummified alien flesh the empty sockets gaping sightlessly from the fractured lid a bone ladder is set against the side of the structure greybreath and he...
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