Vestiges of the 7th Circle

Acererak, The Devourer

Binding DC: 22 | Minimum Binder Level: 15th   Dust and smoke form together into a yellowed human skull. One by one, precious gems wink into being, so that each eye socket and the space of every tooth becomes occupied by a shining diamond, ruby, emerald, or sapphire.

Legend

Acererak was a powerful demi-lich responsible for the infamous Tomb of Horrors. This tomb was his supposed resting place, and was promised to adventurers as a dangerous haunt, replete with treasure. And dangerous it was. The Tomb of Horrors slayed more adventurers than almost any other dungeon ever constructed, largely in part to its devious, unforgiving traps. Its notoriety attracted an entire cabal of budding necromancers and cultists to the site, who worshipped the Tomb and Acererak, who they came to call the Devourer.
The most insidious secret of all hidden within the Tomb is that it was not actually Acererak's tomb at all, but a viscous death trap designed to slay adventurers, loot their corpses, and capture their souls; all this in service of Acererak's ultimate goal: merging himself with the Negative Energy Plane, and gaining ultimate control over undeath. In spite of the impossible odds, a group of adventurers ultimately bested the Tomb, discovered the truth of Acererak's plan, and crushed his phylactery.
Normally, such an act would have sent Acererak to the Abyss, but the pull of the Negative Energy Plane proved too strong. Absorbed into the darkness, Acererak persisted on as a vestige.

Special Requirement

Acererak will only answer your call if you place a gem worth at least 100 gp (which is not consumed) on his summon sign.

Physical Sign

A gem replaces one of your teeth. If removed, the gem reverts to a normal tooth.

Influence

If you make a poor pact with Acererak, he influences your personality in one or both of the following ways.
  • Personality Trait: I obsessively think about death, and how best to cheat it.
  • Flaw: I take every opportunity to exercise power over others.

Granted Features

Vestige of Unlife
Acererak grants you a semblance of lichdom while he is bound. You have resistance to cold, lightning, and poison damage.
Additionally, the undead see you as a friend while bound to Acererak. Before making an attack against you, an undead creature must make a Wisdom saving throw. On a failed save, the creature loses the attack. If a creature's saving throw is successful, the creature is immune to this feature for the next 24 hours.
Undead Healing
Whenever you would take necrotic damage from a leveled-spell, you instead regain a number of hit points equal to the necrotic damage dealt, up to your hit point maximum.
False Life
As a bonus action, you can cast the spell false life without a spell slot, as if using a spell slot of 4th level. After casting this spell, you must take a short or long rest before casting it again. You consider this spell known and on your spell list so long as you manifest Acererak.
Finger of Death
You can cast the spell finger of death without expending a spell slot. After casting this spell, you must take a long rest before casting it again. You consider this spell known and on your spell list so long as you manifest Acererak.

Eurynome, Mother of the Material

Binding DC: 22 | Minimum Binder Level: 15th   A horrid conglomeration of humanoid-, avian-, and piscine-forms rises from the seal. Its arms are that of an octopus, and legs are that of a hawk.

Legend

Eurynome is considered by many to be the first Druid. In life, she was a primordial titan that walked alongside the gods before recorded time. While the Titans battled the essence of chaos of the Outer Planes, Eurynome tired of the endless violence and fled to the unformed Material Plane. Instead, she practiced creation, separating the ocean and the sky, filling the ocean with fish and the sky with clouds. Because of her meddling, the gods struck her down and she perished on the Material Plane, her body becoming the first island, and her blood giving birth to the first plants and animals.
Druids of the eldest circles venerate Eurynome for being so in touch with nature that she came to embody it, as they ultimately aspire to.

Special Requirement

Eurynome will only answer your call if you draw her sign outdoors. Additionally, Eurynome hates Amon for some unknown reason, and will not answer your call if you are bound to him.

Physical Sign

You are always perceptively damp.

Influence

If you make a poor pact with Eurynome, she influences your personality in one or both of the following ways.
  • Personality Trait: I am a follower, not a leader. I act in ways my allies did before me.
  • Flaw: I see secret motives and possible betrayals behind every action.

Granted Features

Beastform
You can cast the spell Barkskin (targeting self only) without using a spell slot or spell components. In addition, you can cast the spell polymorph (targeting self only) once without using a spell slot. Once you cast polymorph in this fashion, you cannot cast it again until you complete a short or long rest. You consider these spells known and on your spell list so long as you manifest Eurynome.
Beastfriend
You can cast the spells speak with animals, locate animals or plants, and beast sense as rituals, and can cast animal friendship without using spell slots or spell components.
Answer in the Wind
You can cast the spell commune with nature without using a spell slot. After casting this spell, you must take a short or long rest before casting it again. You consider this spell known and on your spell list so long as you manifest Eurynome.
Eurynome’s Wanderlust
You can cast the spell water walk without using a spell slot or spell components. In addition, you can cast the spell wind walk once without using a spell slot. Once you cast wind walk in this fashion, you cannot cast it again until you complete a long rest. You consider these spells known and on your spell list so long as you manifest Eurynome.
Mirage Arcane
You can cast the spell mirage arcane without using a spell slot or spell components. After casting this spell, you must take a long rest before casting it again. You consider this spell known and on your spell list so long as you manifest Eurynome.

Marchosias, King of Killers

Binding DC: 22 | Minimum Binder Level: 15th   Body and raiment composed of swirling smoke and cinders; the King of Killers rises from a flame formed above the sign. He wears a crown of fire, beneath which gleam two glowing, hot coals where his eyes should be..

Legend

In life, Marchosias was a legendary assassin that refined his slaying skill by targeting other assassins and killers. His choice of target had nothing to do with morals; professional murderers simply provided the greatest challenge.
When he at last met his end, Marchosias's soul was condemned to the Nine Hells, where the spirits of his victims, thugs, slaughterers, executioners, and assassins, waited for him. The condemned souls rose up against their devilish captors, and fell upon Marchosias at once. By the time the devils pulled back the attackers, nothing was left of his soul.

Special Requirement

The King of Killers will only answer your call if you have killed a creature within the last week.

Physical Sign

The pupils of your eyes glow with a red-orange light.

Influence

If you make a poor pact with Marchosias, he influences your personality in one or both of the following ways.
  • Personality Trait: I am debonair and sly, confident in the knowledge that I have a trick up my sleeve.
  • Bond: I will attempt to kill or best any professional assassin or notable killer I encounter.

Granted Features

Bonus Proficiencies
You gain proficiency with hand crossbows, scimitars, shortswords, the disguise kit and the poisoner’s kit.
Death Attack
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, when you hit a creature that hasn't taken a turn in combat yet, you can deal an additional 8d10 damage. After using this ability, you must take a short or long rest before you can use it again.
Fighting Styles
You adopt the following style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again. • Two-Weapon Fighting: When you engage in twoweapon fighting, you can add your ability modifier to the damage of the second attack.
Quick to Act
You have advantage on initiative rolls.
Silent and Sure
When you make a Dexterity (Stealth) check and the result is less than 10, you can treat it as a 10.

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