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#who wants a patron come get your freaky deities )
haresvoid · 8 months
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Valtiel 🤝 Herma Mora 🤝 Smile: Warlock Patrons the most realistic BG3 aus for them
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raeynbowboi · 4 years
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DnD 5e UA Subclass Concepts
With the sheer onslaught of new content we’ve gotten from Wizards of the Coast recently, I felt it’d be fun to throw out my own ideas for potential subclass ideas. Some are admittedly a little more fleshed out than others, but it’s still a fun exercise just to flex my creativity.
ARTIFICER
    Cybertronics: Perhaps too much of a retread of Warforged, the base concept is an Artificer who has replaced parts of their body with artificial substitutions.
    Interfacer: Geared towards spying and information gathering, the interfacer is a hacker who is skilled at disabling security, causing machinery to malfunction, and can turn a building’s security cameras into their eyes on the inside. But might rely too heavily on a technologically advanced world.
BARBARIAN
    Hero’s Soul: Your body is host to a legendary warrior. Upon raging, you surrender control of your body to this paramount champion, allowing you to fight like a demigod.   
    Bleeding Heart: Rather than only gaining power through rage, a Barbarian with a Bleeding Heart can form an attachment to mementos as they level up that remind them of intense emotions, with each emotion having different benefits at different levels. So, you could have a memento for every powerful emotion, or you could choose to only keep mementos that trigger a single powerful feeling, such as fear, sadness, or joy.
BARD
    Wilderness: Your song has the ability to attract the attention of woodland critters, and beast creatures will be less hostile toward you. At higher levels, your song can soothe even the most savage beast, making one intelligent creature passive toward you once per long rest.
    Humor: Laughter is the best medicine, and keeping the morale and vitality of your allies high is the primary concern of this bardic subclass. A successful performance check will revitalize friendly creatures. When you’re not lifting your friends’ spirits with your gambols, you’re making yourself a distracting target so that your friends won’t get hurt as much with you around.
CLERIC
    Love     Sea     Fire     Shadow/Darkness     Evil     Plague     Music     Secrets     Fate/Destiny     Luck     Chaos     Time
DRUID
    Unity: You have literally become one with nature. You select a terrain and bond so deeply that the world has started to live in you. Whether birds nest in your hair, barnacles and coral has begun to sprout out of your body, or your hair has turned into leaves, your bond with nature has reached the pinnacle.
    Menagerie: As you level up, certain parts of your body will be given the option to permanently morph into having bestial traits. For example, you might choose the predatory eyes of a hawk, the keen smelling of a dog, the superb hearing of a cat, or the gills of a fish as a facial mutation.
    Xenomorph: Very similar to the Menagerie, except instead of looking like a freaky gene spliced chimeric beast, you instead become more and more alien until you look like something out of Lovecraftian horror.
   Shaman: Your spirit animal is given shape through your understanding of magic, and it aids you in ways a physical animal could not.
FIGHTER
    Achilles: You have trained like a Greek hero and have honed the mythic power of the gods. You are stronger and tougher than is normal for your race at the cost of having a weak spot that expands the chances for enemies to land a crit on you.
    Dragon Knight: At level 1, the dragon is a tiny creature that can ride on your shoulder and try to help you in a fight. By level 20, it will be a full-sized mount that you can ride on. As you level up, you can decide where to focus its training, whether you want it to throw its weight around, focus on its breath attack, or make its scales sturdier and more resilient. How you train your dragon will determine the kind of fighting style that works best for you.
MONK
    Mystic: Your enlightenment and understanding of the universe has become so sagely that you have learned to convert your ki into spell slots. Casting with Wisdom, you have learned how to tap into the Wizard’s spell list of 5th level or lower spells.
    Animal Style: Choose an animal’s martial arts style between Tiger, Monkey, Snake, Crane, Mantis, and Dragon. Tigers hit harder and more ferociously, Monkies are more agile and excel in mobility, Snakes strike faster and are more adept at stunning and can cause poison conditions, Cranes have superior balance and can fly short distances, Mantises are better at not getting hit and going unnoticed, and Dragons are better adept to fighting large groups of enemies on their own.
PALADIN
    Fairytale Knight: Able to resist magical damage, magical charms or fears, and being adept at slaying magic-users and dragons makes this the quintessential hero in story-telling. Of course Remove Curse is among their subclass spells.
    Reaper: You have sworn an oath to the laws of death, which are finite and absolute. You roam the land ending the lives of those whose time has come to perish. This subclass is neither intrinsically Good or Evil, as it can be used as a normal part of the natural order, or for carnage and murder.
    Vigilante: Donning a mask and cowl, you bring about justice outside of the law.
RANGER
    Pack Bond: You forge a bond with an animal companion of your choosing. While in the wild, you can attempt to tame other animals of the same kind with your Animal Companion serving as the Pack Leader. Among wild groups of your Animal Companion, you and your traveling companions will be trusted enough to be welcomed in their dens, receive a share of their hunt, and be protected by them from other hostile creatures.
ROGUE
    Viper: An expert in poison and disguises, the Viper is a stealthy killer who uses poison and pragmatic tricks to put their opponents at a disadvantage during a fight. What they lack in sheer power they make up for by having ways of weakening their foes.
    Tomb Raider: You’re an experienced graverobber who has developed a knack for exploring ancient temples. Your past adventures have given you a keen eye when detecting traps, solving puzzles to advance through dungeons, and the ability to set up camp inside a dungeon without being at risk of hostile encounters.
SORCERER
    Infernal: Your power comes from a Fiend ancestor.
    Fey: Your power comes from a Fey ancestor
    Entombed: Your power comes from an Undead ancestor.
    Demigod: Unlike the Divine Soul Sorcerer, you are the literal progeny of an actual deity. Select a Cleric Domain your divine parent belongs to and receive unique features through your divine birthright.
WARLOCK
    Nature: You have made a pact with a powerful force of nature, be they a Nature God, an elemental, or a powerful druid, you are given the ability to harness the forces of nature in return for protecting nature with your life.
    Shadow Society: Rather than getting your power from an extra-dimensional being, your power was granted by a group of mortal castors to use you to do their dirty work. In return for your service, they have given you a portion of their power.
    Artifact: This patron isn’t sentient. Rather, it is simply a powerful magical relic which you use to channel energy from in order to cast your spells. While this subclass comes without the burden of indentured servitude to a usually malevolent being, the artifact can be lost or stolen, and with it, your powers.
WIZARD
    Arcane Lore: When you choose this subclass at 2nd level, select another casting class. Whenever you have the option to learn a Wizard spell, you can select a spell from that class’ spell list. You may only select one spell list to select from and they become Wizard spells for you.
I hope this was fun for you guys. And if any of these suggestions really sound interesting, I might just turn them into proper Homebrew posts. I’ve already covered the Love Domain Cleric, so I’m not opposed to covering others in the future. Which ideas were your favorites, and are there some that you’d love to try and use in a future campaign?
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Family Fights - chapter One
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Summary: Even the strongest bond, the most loving family, can be broken by nightmares, and the librarian is soon to learn this. As she learns sinister things about a person who she had thought was lost forever, she realizes she will need the help of another witch to get her family back.
Notes: This is a repost. When I re read the first chapters of this fic to write the third, I realized that it was packed with grammatical errors and that the pacing was terrible. Unfortunately, I can’t (or at least i don’t know how to) edit posted chapters on ao3, but I can at least re-post a slightly better version of the chapters here.
Also, the images I used for the header are from Pinterest.
As soon as she heard those children speaking, Maven knew what they needed. Why of course she did. How could she not? How could she not recognize the creatures who had taken the person she loved the most from her at the mere mention of them? So she threw them the book. Obviously, she knew exactly where it was, having read it so many times. She schooled her features to look like a welcoming smile instead of a triumphant grin like she wanted. <em>She would finally find her,</em> Maven though as she let the ladder slide through the rows of books. That new girl, Hilda, she was a peculiar one. Always seemed to find a way to get herself in trouble. She was a kind person, it seemed, making friends with two of the greatest misfits in town. Maven always saw them alone, so she was pretty relieved to see they had made a new friend. But it wouldn’t matter if Hilda was the most awful kid in Trollberg. Because tonight, she’d be helping Maven find Myra. Tonight, she’d be helping Maven find her sister.
She kept a close eye to the trio, not daring to go too far away from them. She could continue shelving books later, she thought. Not soon after she gave them the book, she saw them leaving, and her heart began beating louder on her chest. After making sure there were no other patrons at the library, which was a depressingly common occurrence, she changed the cape she favored while in the library for a black coat, pulling the hoodie over her face. When she locked the building, she could still see the three kids turning around the corner. She quickened her pace, knowing her best chance to find her sister was following the loathsome creature the children were hopefully leading her to. Her heart beat wildly on her chest, but her steps were as quiet as the breeze messing with her short hair. She had planned to dye it again tonight, the purple beginning to show at the roots again, but that would have to wait. When Maven turned into Robin Street, she saw the children entering a corner house she could remember passing by during her midnight wanderings around the town. Ah, so that’s where the victim lived. Maven took her time memorizing where she was, before running back to the library. No use in just waiting there until dusk, and she didn’t want to put her beloved job at risk. When she arrived at the old building once more, she threw herself on the chair behind the circulation desk, and smiled though still panting from the run. Just a few more hours, she thought. _#_#_#_
The time seemed to drag itself. Three hours had never seemed so long. With each minute, her anxiety got stronger, messing with her mind until she couldn’t even concentrate in her books. But finally, finally the time came. She locked the library with shaking hands, beads of sweat forming on her brow despite the chilly night, and she made her way as quickly as she could to the house. Everything was silent when she arrived at the place, so she settled herself under a tree at the other side of the street, the best spot to see what was happening and going by unnoticed at the same time. As the moon rose in the sky, she let her mind wander to the time when she was a teen and her sister an innocent child. The time when they’d help their mother cast spells together, the time when Maven taught her how to cleanse her crystals and the whole family would do rituals under the same moon she was under now. The time where her sister didn’t think witches were freaks, that they were weak for avoiding doing harm, that she disowned the family traditions, seeking to be more powerful than they’d ever allow her. Before tears could begin running down Maven’s pale face, the sound of a car took her away from her thoughts. It parked in front of the house she had been watching, and she observed with interest as Johanna, a very kind and smart woman she had met by chance at a coffee shop not long before, got out of the vehicle not with her daughter, but with the boy she’d thought she’d been watching. Her legs itched to get into the house and try to understand what the hell was going on, but she knew she couldn’t do that. She wasn’t left to her  agony for long, however, as just a few minutes later, a thick green smoke flew through the front door’s key hole. Maven was on her feet immediately, running after the green cloud for all she was worth. She ran through block after block, her breathing loud to her own ears. When finally she reached the gates to the Huldrawoods, she lifted her fingers to the lock and muttered a simple enchantment, the iron giving away to her magic smoothly. She thanked every deity she knew of when she entered and the cloud of smoke was still visible, even in the dark of night and cover of the woods. She’d searched through every last inch of that forest, and now knew that, without being guided by one of them, she’d never find the place where the Marra met. She usually tried to keep the spell using to a minimum, her mother having been very persistent in highlighting that magic always ate away at your energy, but any price was worth finding her sister, so she muttered yet another enchantment under her breath and suddenly her steps were soundless. A smile ,albeit a nervous one, adorned her lips when a flash of green lights reached her eyes though the trees, and the closer she got, the better she could see a camping-like formation: a few logs had been put around a fire, and girls sat on top of them. “And then, the bike began riding itself! And the stupid girl couldn’t control it! Her face was hilarious when her friends rode away from her, mocking her!” A high pitched voice said, and the whole circle laughed. Maven covered her mouth so they wouldn’t hear her gasp. As they laughed, their eyes became green, and between the sea of cruel features, she found an all too familiar face. Her straight, light violet hair had been dyed completely black, her long fringe being partially held by a barrette. She was wearing the same denim coat with cotton in the neckline as the day she’d been abducted, the day Maven though she’d lost a piece of her heart she’d never recover again. And she didn’t look like a prisoner. She wasn’t bound by her wrists, forced to listen to the Marra’s perverted acts against her will, or being a guinea pig for new scarring tactics.
She hadn’t been taken because she’d grown bitter and those horrid beings saw her as a perfect victim, Maven realized, baring her teeth in anger.
She had been taken because, in her bitterness, sister had become one of them.
Maven stood up abruptly, making the bush she was hiding behind shake and attracting of the attention of the whole group to herself. But it wouldn’t matter if she had a bloody troll threatening her in that moment. In that moment, she would have a conversation with her sister.
“Myra Underhill” Maven all but hissed as all of the freaky teenagers gasped at the sight of the intruder, and Myra became even more pale than usual as every gaze fell on her. “What. Are. You. Doing. Here?”
The initial shock at the appearance of her older sister washed away from her face, as she let the Marra persona dominate her once more, lifting her confidence. “I don’t go by that surname anymore. I don’t go by any surname, in fact.” She smiled mockingly.
It didn’t take a witch to feel the anger burning inside Maven. Two years. Two years she thought her sister had been abducted. Two years she thought she had failed in her promise to her father to protect her sister. One year their mother had left her for good, leaving her to think she was alone in the world.
And Myra didn’t even care.
“That’s not how family works, sweetie” She said with a loathing in the old endearment. “You can’t just throw it away when you decide you’re too good for them.”
When Myra opened her mouth to speak, the other Marra, who had been telling the story before the interruption decided to come into the conversation. “And who would you be, exactly?” She said with mocking sympathy. “And what on Earth is up with you? You look like a witch!” She laughed in disdain.
Maven stood her ground. “I’m Myra’s sister.” She looked at her old best friend in the eye, making sure she’d feel the next sentence on her soul. “Or at least I used to be. And to your information, yes, I am a witch. And unlike that treacherous viper, I’m proud of it.”
More gasps of surprise. “You’re a witch?” The girl sitting next to Myra, one with short caramel hair and round glasses cried.
“N-no, of course I’m not! They’re pathetic! I- I mean, I was born a witch, but they are just too boring and weak, and that’s why I left them!” She tried to explain nervously.
“Well, in that case” the first girl, with two ridiculous blond piggy tails, who seemed to be the leader of the group got up. “You are threatening one of ours. Leave immediately-“ she stood face to face - or the closest she could get to that, being so much shorter than the librarian - to Maven, looking as scary as she could in her teenager form. “Or face the consequences.”
“I am NOT leaving without my sister!”
The infuriating girl raised one blond eyebrow. “That’s what we’ll see.”
Something hard hit Maven’s neck from behind. And as the world got darker, and the floor got closer, she could not resist succumbing into a deep sleep.
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helenarlett-rex · 5 years
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Want to use an eldritch horror in your D&D game? Why not Shub-Niggurath?
Let’s face it. Lovecraftian horror exists in D&D. You got someone playing a warlock? One of the pacts they can make at first level is to the Great Old Ones... If you didn’t realize it, that means Lovecraft monsters... And when people think Lovecraft monsters, they tend to think Cthulhu. But why would you want to use Cthulhu? That’s kind of boring and overdone. There are a lot of other creatures you could use in your game that are way more freaky and interesting. And if you are using Lovecraftian stuff in your game, then you want freaky. That’s the whole point. So... what to use? Have you considered Shub-Niggurath?
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Just as a quick reminder, Shub-Niggurath, like pretty much every other eldritch horror, does not have official stats in 5th edition D&D, which is what I am gearing this towards. So instead we are going to have to homebrew. But that’s not a problem. I’m about to collect all the info you need right here.
Shub-Niggurath, affectionately known as The Black Goat of the Woods with a Thousand Young, is sometimes described as an Outer God and sometimes described as a Great Old One, depending on the source. So honestly you could use it as either. And frankly, does it really make any difference? Either way it’s going to fuck your day up...
Although actually, calling Shub-Niggurath an Outer God isn’t quite correct. She’s would actually be an Outer Goddess. You know... Considering she’s a woman and all... Couldn’t you tell?
Shub-Niggurath is a perverse fertility deity, said to appear as an "evil cloud-like entity". An enormous mass which extrudes black tentacles, slime-dripping mouths, and short, writhing goat legs. So picture this massive cloud, but instead of being made of whatever clouds are actually made of... it’s made of slimy tentacles and mouths. It’s probably the size of a mountain... and it’s walking towards you on little goat legs...
You may be thinking, okay... It WAS scary... until you got to the goat legs... Now it’s just kind of comical... But wait, there’s more! As this thing goes about her business, smaller creatures are continually spat forth out of her. These creatures are essentially just smaller versions of Shub-Niggurath herself. Known as The Dark Young of Shub-Niggurath.
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And when I say smaller... I mean they are about the size of trees... perhaps between twelve and twenty feet tall.
So these nasty bastards are just constantly being spit out of her and have to scurry out of the way as soon as they hit the ground. And the ones that don’t get out of the way in time are consumed back into Shub-Niggurath’s miasmatic form. So before you laugh at this giant beast walking around on little goat legs, just remember that she is constantly giving birth and then eating her own young.
Shub-Niggurath also gets around a bit. In the world of eldritch horrors, she’s one hot piece of ass. There’s more than one nightmarish monstrosity with eyes for her so she’s got two husbands. The Not-to-be-Named One, otherwise known as Hastur, because fuck it, we’re going to name him anyways... You know Hastur, right? The King in Yellow...? He’s kind of a big deal... And Yog-Sothoth, who is also a pretty big deal. And with these two, Shub-Niggurath has had many, many children. Through mating with Hastur, because yes, they had nasty monster sex, she has birthed Ithaqua, Zhar, J'Zahar, and the "Thousand Young", otherwise known as The Dark Young of Shub-Niggurath I mentioned above... That must have been some sex if she’s still popping those little things out even now... And Yog-Sothoth is the father of the twins, Nug and Yeb. (Some speculated that Hastur may be their father instead of Yog-Sothoth, but that makes no sense when you look at the family tree. But who am I to say what does and doesn’t make sense when you are dealing with creatures that will drive you insane if you even look at them?)
But enough about Shub-Niggurath’s sex life. She’s the hot polyamorous MILF of the eldritch world. We get it... You know what else she has going for her? Cults.
Of all the eldritch deities, Shub-Niggurath is probably the most extensively worshiped. But can you blame her? Who wouldn’t want to worship that hot little number? Her worshipers include the Hyperboreans, the Muvians, T'yog of K'naa, and the people of Sarnath (although that didn’t go so well for Sarnath) as well as any number of druidic and barbaric cults. And if that’s not enough she’s also worshiped by non-human species on other planets such as the "Fungi from Yuggoth", otherwise known as the Mi-Go, and the Nug-Soth of Yaddith. So if you ever need a cult worshiping an eldritch deity in your game and you aren’t sure what eldritch deity to use, just remember, pretty much everyone worships Shub-Niggurath. You can go to other planets and still find people worshiping Shub-Niggurath...
And do you know what’s cool about worshiping Shub-Niggurath? With the proper occult paraphernalia, Shub-Niggurath can be summoned to any woodlands at the time of the new moon. Summoning other gods is a bunch of complicated bullshit that may not even work because they are fucking gods and can just decide, nah... I’m not interested in showing up for you... But Shub-Niggurath is a people pleaser. All you need are the right components, say a little chant, give a little blood offering... And just like that you’ve got an actual goddess in front of you.
Although I should note that the place from whence she comes is not known. One possibility is that she dwells at the court of Azathoth at the center of the universe. She may also live beneath the planet Yaddith, where she is served by the Dholes. Those are huge, slimy worm creatures that are at least several hundred feet long... It is also possible that she lives in another dimension altogether. So even though she’s a reliable goddess who will actually pop in when you call her, she probably has quite a long ways to travel to get to you, so I wouldn’t go summoning her needlessly. Anyone would be grumpy after making a commute like that...
The Dark Young can also be summoned. They are usually called upon to preside over cult ceremonies. One means for summoning them requires a blood offering. The ritual may only be performed in the deep of the woodlands at the darkest of the moon, and the victim must be sacrificed over a stone altar. Dark young act as proxies for Shub-Niggurath in the accepting of sacrifices, the worship of cultists, in the devouring of non-cultists, and in the spreading of their mother's faith across the world. So unless it’s something big and you just have to have Shub-Niggurath herself, I would probably recommend summoning one of these things instead.
And that’s all well and great for your cultists... but what about a Warlock PC? What’s he going to get out of taking Shub-Niggurath as his patron? Well this is where things start to get a little freakier... and a little kinkier... But what did you expect? Shub-Niggurath is a kinky girl.
For starters, let’s talk about the Milk of Shub Niggurath. That’s right... I said milk... Remember, I did say that Shub Niggurath was a fertility goddess. Her milk has properties that mutate those who drink it into a monstrous hybrid creature. And you may be thinking, hold on... Why would I want to be turned into a tentacle monster? Well there’s a plus side to it too... The tentacle thing is just a side effect. But her purple milk (yeah, it’s purple) cures the drinker of all non-magical diseases and physical damage and status effects. The drinker also gains a +4 bonus to Strength and Constitution for 1d4 weeks.
So think of it a sort of a cure all. Get all you hit points back, fix up any scrapes you may have taken, wipe out any (non-magical) diseases you may have picked up, and removes status effects while granting you a +4 to Strength and Constitution? You show me one potion that can do all of that... That’s a pretty fantastic potion. And all you have to do to get it is summon a gigantic mass of tentacles, who happens to be your goddess, and ask her to let you milk her... No big deal, right?
I mean, aside from the mental image you are trying to burn out of your mind now, it shouldn’t be that bad. This is Shub-Niggurath we’re talking about. She’d probably be into it.
And yes... there is a down side to it... Unless the drinker succeeds at a DC 20 Constitution saving throw, it transforms into an insane outer mutant at the end of that 1d4 weeks. A second dose of this milk accelerates the process, causing the drinker’s mutations to become more prominent and stranger and doubling the speed of the transformation. By the third drink, the drinker goes insane, and becomes a monster on the following round. But it’s not all bad. The milk is a curse and a poison, so anything that will cure poison or remove a curse will end its effects before the transformation is complete. Just not more of the Milk... I know I said the milk cures status effects but the DM shouldn’t allow it to cure status effects caused by the milk itself. That’s like trying to cure poison by drinking more poison.
After complete transformation, only a wish can undo the effect.
As for what an Outer Mutant looks like if the player doesn’t cure himself, there are any number of things you could come up with, but a good suggestion is to just borrow the Aboleth disease from the Aboleth‘s tentacle attack in the monster manual, minus the cure since we already established that only a wish can cure it... and maybe throw on a few tentacles or something. Or since this is The Black Goat of the Woods we are talking about, you could always modify the Aboleth disease and say instead of having to be in water, the player has to be in the forest or something like that.
Just whatever you do, make sure becoming an Outer Mutant is a big enough inconvenience for the player that they won’t want to willingly become one.
But if Shub-Niggurath’s milk isn’t disturbing enough, (and let’s face it, if you are using a Lovecraftian horror in your game, you WANT the people at the table to be disturbed) let’s talk about the Gof'nn hupadgh Shub-Niggurath.
"Gof'nn hupadgh Shub-Niggurath" is the name given to the favored, once-human worshipers of Shub-Niggurath. When the deity deems a worshiper to be most worthy, a special ceremony is held in which the Black Goat of the Woods swallows the initiate through her womb and then rebirths the cultist as a transformed satyr-like being. A changed worshiper is also endowed with immortal life.
That’s right... I just brought unbirthing to the table. Now you are making everyone uncomfortable. Except that one guy who happens to have an unbirthing fetish... But everyone else is feeling really uncomfortable. And that one guy is probably pretending to be uncomfortable so no one realizes he’s into unbirthing... (It’s cool dude. I feel ya.)
But other than making everyone at the table squirm in their seats at the thought of someone getting shoved up Shub-Niggurath’s hoo-hah and deposited inside her womb to become her child, look at the befits a warlock would gain from such a thing.
First change the character’s race to Satyr. Do not recalculate its stats, but give the character the Satyr’s Magic Resistance as well as its Ram attack and Panpipe ability. Also the character is now immortal. As a DM the way I would run this is, the character can still die if he drops to 0 hit points, but I wouldn’t allow for permadeath outside of being eaten by another eldritch horror, like Shub-Niggurath herself... or by a tarrasque... Because those things stomachs can destroy anything... But if the character does drop to 0 hit points and dies I would have him auto resurrect the following day.
And finally, the character is now one of Shub-Niggurath’s favorites so I would give the character one at-will use of Divine Intervention per week. Maybe as many as two or three uses per week at higher levels. But that would be up to each individual DM.
All in all that’s a pretty good trade off in exchange for the unpleasantness of being shoved up Shub-Niggurath’s lady parts and having to call her Mommy... and the strong chance of being killed instantly after...
Oh yeah, did I forget to mention that? Remember what I said before? Shub-Niggurath eats her own young. Anything that doesn’t get away in time after being born just gets eaten back up. That’s going to include a gof'nn hupadgh Shub-Niggurath. If a character decides to become one, he’s only her favorite providing he can get away in time... So I’d make the player make a very high Dex save to get out of the way as soon as he is reborn or be eaten by Shub-Niggurath and permakilled.
Being an immortal satyr with free at-will uses of Divine Intervention would make a character kind of OP, so make the risk involved pretty high. Don’t just give it to your players. Make them complete some kind of task for Shub-Niggurath to even be considered worthy of becoming a gof'nn hupadgh Shub-Niggurath. And not a simple task either... And then once Shub-Niggurath has finally agreed to go through with it, hit them with that insane Dex save right there at the end. Maybe a DC 25 Dex save or something like that... Make sure it’s something that the character can actually roll, but has a slim chance of getting. This is one of those things where you either become very OP or die trying. There is no in between. And if it proves to be too hard and your player’s character dies... oh well... This is what happens when you deal with Great Old Ones...
But enough about what a warlock can do with Shub-Niggurath. Let’s get back to what the DM can do with her. One thing the DM should keep in mind is that Shub-Niggurath has many avatars. I mean, she doesn’t become the most worshiped Outer Goddess/Great Old One in the universe by using only one face... So the DM should remember that he can have her appear any number of ways.
We already walked about her true form, but you could also use The Black Goat. The avatar of the goat is the figurehead through which Shub-Niggurath is worshiped. The most common depiction of the Black Goat is as a male. That’s right. We’re talking about the devil here.
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Who knew that Satan was just an avatar for Shub-Niggurath...?
But she doesn’t have to appear as male. She’s Shub-Niggurath. She can appear however she wants. So the Black Goat can just as easily be female too. Whatever works best for the situation because this earthly form of Shub-Niggurath is an incarnation she assumes to copulate with her worshipers.
Because, oh yeah... that’s a thing too... That little eldritch slut is totally down for banging her worshipers. Which may explain why she has so many... Who else can say, oh yeah... my god is also my lover? Well... I guess some of the worshipers of Zeus... But we aren’t talking about him.
Oh but speaking of the Greek Pantheon, that brings us to another avatar of Shub-Niggurath. Did you know she’s also in the Greek Pantheon in your player’s handbook? I’ll bet you didn’t... That’s because she’s a deceitful little bitch who has had you fooled. Turns out, another avatar of Shub-Niggurath is none other than... Pan!
Yeah, turns out all those people worshiping pan have actually been deceived into worshiping Shub-Niggurath all along. But what did you honestly expect from a woman who also happens to be Satan in one of her other forms?
But wait, you may be saying... If Pan is in the Greek Pantheon in the player’s handbook, and Pan is just an avatar of Shub-Niggurath, does that mean that we now know Shub-Niggurath’s alignment by looking at Pan’s alignment? Is Shub-Niggurath Chaotic Neutral?
I’d say yes. Shub-Niggurath is neither evil nor good. She simply is. Questions surrounding the morality of her actions can not be answered because they are not comprehendable by human minds. Just like the eldritch horrors themselves. To try to understand them is to know madness. So Chaotic Neutral is actually the perfect alignment for her. But that’s really going to be up to the DM to decide how they want to play her. Remember, I’m just collecting all the info from as many different sources as I can find and compiling it here in one place so you can homebrew her. I’ll be sharing the homebrew I use in connection with this info here at the end, but that doesn’t mean anything I say should be set in stone. Feel free to use this info to tweak your own Shub-Niggurath however you would like.
But moving on, there’s one more avatar of Shub-Niggurath I’ve been able to find. The Magna Mater, or the Great Mother, is a goddess worshiped since before Roman times. I unfortunately don’t know much about this particular avatar of Shub-Niggurath other than that she was mentioned in Lovecraft’s “Rats in the Walls” and “The Horror at Red Hook”. But that is another avatar of Shub-Niggurath.
There’s one more bit of info about our girl Shub that the DM may want to have just in case it ever comes up so let’s talk about that before I get to the fun part. The family tree. Because these eldritch horrors have a family tree almost as bad as the Greek gods.
Shub-Niggurath was born from The Unnamed Darkness, who is one of the three children of Azathoth, the very first god. So Azathoth, the big boy himself, is Shub-Niggurath’s grandfather. This also makes The Nameless Mist and the great Nyarlathotep Shub-Niggurath’s uncles. Or aunts? It’s hard to tell the gender with some of these unknowable horrors. If they even have gender at all... (The early ones all seem to just reproduce asexually.) Now, The Nameless Mist gave birth to Yog-Sothoth, making him Shub-Niggurath’s cousin, who she also married... Eldritch horrors seem to do a lot of keeping it in the family... Officially (as in not counting the speculations some people have) Yog-Sothoth and Shub-Niggurath mated and Shub-Niggurath gave birth to the twins, Nug and Yep. Yep gave birth to Tsathoggua, and Nug gave birth to the only one anyone really cares about, Cthulhu himself. So this makes Shub-Niggurath the grandmother of Cthulhu. And also Tsathoggua but no one cares about him...
Now here’s where things start to get a bit more inbred... Yog-Sothoth mated with it’s parent, The Nameless Mist, and Yog-Sothoth gave birth to Hastur, The King in Yellow. So this makes Hastur Cthulhu‘s half brother, but more importantly, Shub-Niggurath’s step-son (as well as her cousin at the same time). Shub-Niggurath then took her step-son/cousin, Hastur, as her second husband and through mating with him, gave birth to Ithaqua, Zhar, J'Zahar, and The Thousand Young. Which incidentally makes Shub-Niggurath their mother, step-grandmother, and second cousin all at the same time... (And before you start singing “I’m my own Grandpa”, that title is reserved for Cthulhu.)
But now that you know the more immediate parts of the twisted family tree, let’s get to the fun part. What if a DM wants to actually use Shub-Niggurath as an actual monster you can fight in his game?
For creating Shub-Niggurath as a combat monster I use a slightly modified version of stats created by enworld.org contributor, Mike Myler. (Who made a really great Shub-Niggurath but it just wasn’t quite what I wanted.)
Shub-Niggurath
Colossal aberration (great old one or outer god), chaotic neutral
Armor Class 27 (natural armor) Hit Points 682 (35d20+315) Speed 30 ft., fly 80 ft. (hover) 
STR​  27 (+8)​ DEX​  18 (+4)​ CON​  28 (+9)​ INT​  21 (+5)​ WIS​  23 (+6)​ CHA​  24 (+7)​ 
Skills Arcana +14, Insight +15, Nature +14, Religion +14, Stealth +13 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from magical or cold iron weapons Damage Immunities acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons not made from cold iron Condition Immunities charmed, diseased, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., truesight, passive Perception 16 Languages Deep Speech; telepathy 300 ft. Challenge 30 (155,000 XP) 
Immortality. When Shub-Niggurath is slain, her form shrivels and compresses in on itself before exploding in a wave of milky fluid in a 200-foot radius. Any creature that comes into contact with the milky fluid makes a DC 25 Constitution saving throw. On a failed save, it is transformed into a random creature of an equal or lower CR, or a creature with a CR no higher than its level. A transformed creature makes a DC 24 Wisdom saving throw, keeping its intelligence and memories on a success. When all of the creatures transformed by the milky fluid have died, Shub-Niggurath is resurrected. 
Innate Spellcasting. Shub-Niggurath’s innate spellcasting ability is Charisma (spell save DC 24; spell attack +16). She can innately cast the following spells, requiring no material components: 
Constant: freedom of movement, true seeing At will: hunger of hadar, dispel magic, dream, project image, sending 3/day: suggestion, feeblemind, symbol, weird​
Insanity. Any creature that attempts to interact directly with Shub-Niggurath’s thoughts (such as via detect thoughts or telepathy) must succeed at DC 24 Wisdom saving throw or gain a long-term madness. When using her telepathy to communicate Shub-Niggurath doesn't activate this feature unless she spends an action to focus her mind on one opponent.
Legendary Resistance (3/Day). If Shub-Niggurath fails a saving throw, she can choose to succeed instead.
Magic Resistance. Shub-Niggurath has advantage on saving throws against spells and other magical effects.
Regeneration. Shub-Niggurath regains 20 hit points at the start of her turn if she has at least 1 hit point. Shub-Niggurath dies only if she starts her turn with 0 hit points.
ACTIONS
Multiattack. Shub-Niggurath can use her Endless Spawn and Frightful Presence. She then makes seven attacks: one with her bite and six with her tentacles.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (4d8+8) piercing damage. If the target is a creature it is grappled (escape DC 25). Until this grapple ends, the creature is restrained, and Shub-Niggurath can't use her bite to grapple another target. 
Consume. If a creature starts its turn grappled by the Bite attack, it must make another DC 25 strength save to escape. On a failed save the creature is swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside of Shub-Niggurath. It takes 21 (6d6) acid damage at the start of each of Shub-Niggurath’s turns. Shub-Niggurath can have as many creatures swallowed at a time as it wants. A swallowed creature can only escape if Shub-Niggurath is killed. If a swallowed creature drops to 0 hit points while inside Shub-Niggurath’s stomach it does not make death saving throws and its body is dissolved. The soul of a digested creature does not pass on to the afterlife and remains imprisoned inside Shub-Niggurath’s stomach until it too is digested and becomes nothing. Souls inside Shub-Niggurath’s stomach take 1d20 years to digest and can not be brought back through any means of resurrection while trapped inside Shub-Niggurath. If Shub-Niggurath is killed before the soul is digested the soul is freed and instantly passes on to the afterlife.
Tentacle. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 22 (4d6+8) bludgeoning damage. If the target is a creature it is grappled (escape DC 25). Until this grapple ends, the creature is restrained, and Shub-Niggurath can't use the tentacle to grapple another target (although Shub-Niggurath has an endless number of tentacles).
Frightful Presence. Each creature of Shub-Niggurath’s choice that is within 120 feet of her and aware of her must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Shub-Niggurath’s Frightful Presence for the next minute.
Endless Spawn (Recharge 4-6). Shub-Niggurath births Dark Young that she can mentally command. These Dark Young are loyal to her and defend Shub-Niggurath with their lives. Roll 2d6 to determine the amount of Dark Young she births per turn.
Dark Young (Produced Endless Spawn)
Huge aberration, chaotic neutral 
Armor Class 16 (natural armor) Hit Points 168 (16d12 + 24) Speed 40 ft., swim 30 ft. 
STR ​ 22 (+6) DEX​ 10 (+0) CON​ 18 (+4) INT​ 10 (+0) WIS​ 16 (+3) CHA​ 7 (-2)
Condition Immunities blinded Senses blindsight 60 ft., passive Perception 13 Languages Deep Speech; telepathy 100 ft. Challenge 8 (3,900 XP) 
False Appearance. While the dark young remains motionless, it is indistinguishable from a mangrove tree while in the dark.
Trample. When the dark young moves at least 20 feet in a straight line, all creatures within 5 feet its path have to make a successful DC 15 Strength saving throw or fall prone. The dark young can make a stomp attack against one prone target as a bonus action.
ACTIONS 
Multiattack. The dark young makes two attacks: one with its tentacle and one with its bite. 
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. The target is grappled (escape DC 17). If the target is Large or smaller, it is also restrained until this grapple ends. While grappling the target, the dark young has advantage on attack rolls against it. The dark young has four tentacles, each of which can grapple only one target. When the dark young moves, any Large or smaller target it is grappling moves with it.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. 
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 24 (4d8 + 6) bludgeoning damage.
And there you have it. Shub-Niggurath in all her glory. Give that beautiful girl a try in your game next time you need an eldritch beasty and see how it goes. And remember, Shub-Niggurath wants you to use her in your game. There’s a reason she’s the most accessible Goddess in the eldritch pantheon. She wants to be summoned and ushered into our world. So don’t keep her waiting.
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