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Elder Evils

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CHAPTER 1<br />

EVIL DOES<br />

NOT SLEEP<br />

10<br />

Faint: Natural precipitation stops. Average global temperatures<br />

increase by 1d3 degrees, and all bodies and streams of<br />

water lose 1d4 feet of depth each week.<br />

Moderate: Average global temperatures increase by 1d6<br />

degrees, and all bodies and streams of water lose 1d10 feet<br />

of depth each week.<br />

Strong: Average global temperatures increase by 2d10<br />

degrees, and all bodies and streams of water lose 1d20 feet<br />

of depth each week. The dry wind begins to strengthen,<br />

increasing by one “degree” of force; for example, calm air<br />

becomes a light wind, while a strong wind becomes severe.<br />

See DMG 95 for more about wind effects.<br />

Overwhelming: Average global temperatures increase<br />

by 4d10 degrees, and all bodies and streams of water lose<br />

1d100 feet of depth each week. The wind strengthens by<br />

two degrees; for example, a light wind becomes strong. The<br />

searing winds now literally burn: A strong wind deals 1d4<br />

points of fire damage per hour, a severe wind deals 1d6 points,<br />

and each degree of wind force higher than severe deals an<br />

additional 2d6 points.<br />

Variant: The inverse of the dry winds sign is dreadful<br />

flooding. Clouds pile up overhead, darkening the sky, and<br />

they unleash torrents that drench the world. As the sign<br />

intensifies, water levels rise by the listed amount rather<br />

than fall. Global temperatures cool somewhat: When the<br />

sign grows strong, they drop 1d3 degrees, and when it is<br />

overwhelming, a further 1d6 degrees. The winds increase as<br />

described above but do not deal fire damage.<br />

Horrid Blight<br />

“Before my very eyes, the waters darkened to the color of coagulated<br />

blood. One by one, white shapes bobbed to the surface: fish slain by the<br />

tainted sea. And the smell—the air reeked of a slaughterhouse.”<br />

This sign slowly kills the world. Creatures become barren, no<br />

longer producing offspring. Animals sicken and die. Plants<br />

wither or rot, while disease runs rampant, corrupting all<br />

with its horrid touch.<br />

Effects: The sign of horrid blight brings unnatural sickness<br />

and strengthens existing diseases. As the sign intensifies,<br />

plagues ravage every living thing.<br />

Faint: The save DC to resist any disease increases by 5.<br />

Moderate: Ordinary plants begin to wither. At the start<br />

of each day, all living creatures must succeed on a DC 15<br />

Fortitude save or become sickened for the remainder of the<br />

day. Creatures of the animal or plant type that fail a second<br />

DC 15 Fortitude save take 1d3 points of Constitution damage<br />

that day.<br />

Strong: The save DC to resist any disease increases by 10.<br />

At the start of each day, all living creatures must succeed<br />

on a DC 20 Fortitude save or become nauseated for the<br />

remainder of the day. On a successful save, the creature<br />

is sickened instead. Creatures that fail a second DC 15<br />

Fortitude save take 1d3 points of Constitution damage that<br />

day; the save DC for creatures with the animal or plant type<br />

is 20.<br />

Overwhelming: The save DC to resist any disease increases<br />

by 20. At the start of each day, all living creatures must<br />

succeed on a DC 25 Fortitude save or take 1d6 points of<br />

Constitution damage.<br />

SERVING ELDER EVILS<br />

“That the Beast shall awaken is inevitable. I’m working to ensure<br />

I am the first to die when it does.”<br />

—William von Dreichart, mad cultist<br />

<strong>Elder</strong> evils do not attract many mortal servants, for their<br />

nature is opposed to all living things. A few wretches who<br />

despise everything, whether they be nihilists or lunatics, do<br />

bow to an elder evil. Annihilation is the only reward for such<br />

service. But for those driven by insanity, an unquenchable<br />

thirst for vengeance, or myriad other strange and sinister<br />

motivations, the utter finality of death is sweet. Aiding<br />

an elder evil is the surest means of embracing that muchdesired<br />

end.<br />

Any intelligent and evil creature can swear service to an<br />

elder evil if the creature knows of its existence. Doing so<br />

grants the creature one bonus feat, plus an extra bonus feat<br />

for every five character levels or Hit Dice. These bonus feats<br />

must be selected from among the vile feats given in the<br />

accompanying table. <strong>Elder</strong> evils do not grant spells.<br />

VILE FEATS<br />

First introduced in Book of Vile Darkness, vile feats are available<br />

to intelligent creatures of evil alignment.<br />

The Heroes of Horror supplement introduced a subset of vile<br />

feats known as deformity feats. A deformity feat represents<br />

an intentional act that changes a character in some horrific<br />

way. The prerequisite for every other deformity feat is a vile<br />

feat called Willing Deformity.<br />

Vile Damage<br />

Some vile feats, as well as malefic properties (see page<br />

14), deal vile damage. Vile damage represents a horrific<br />

desecration of body or soul. It reduces hit points or ability<br />

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LIVING ROT<br />

When the sign of horrid blight manifests, new diseases appear<br />

and spread like wildfire across the land. The living rot is an<br />

example of a new plague. See DMG 292 for complete details of<br />

disease transmission.<br />

This disease causes victims’ skin to erupt with pus-filled blisters<br />

that eventually burst, leaving behind bloody craters. Flesh<br />

rots and sloughs from the bones, and internal organs protrude<br />

from the wounds. Those afflicted are surrounded by the intolerable<br />

reek of their own body’s decay.<br />

Infection: Ingested, inhaled, injury, and contact.<br />

Base Fortitude DC: 15 (this number increases by a varying<br />

amount, depending on the sign’s intensity).<br />

Incubation: 1 day.<br />

Damage: 1d4 Str, 1d4 Con*, 1d4 Wis, and 1d4 Cha*.<br />

*When damaged, the infected creature must succeed on<br />

another saving throw or the damage is permanent drain<br />

instead.<br />

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