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CHAPTER 1<br />
EVIL DOES<br />
NOT SLEEP<br />
14<br />
Murderous Intent [Vile]<br />
Your favored enemies fear your savagery and inhumanity.<br />
Prerequisites: Base attack bonus +9, favored enemy<br />
(any one).<br />
Benefit: Choose one creature of a type or subtype you<br />
have selected as a favored enemy. As a full-round action,<br />
you can make a single melee attack against the chosen<br />
creature. If you deal at least 1 point of damage, that creature<br />
must make a Will save (DC 10 + 1/2 your character level +<br />
your Cha modifier). On a failure, it is overcome with dread<br />
and can take only a move action or a standard action on<br />
its next turn.<br />
You automatically confirm any critical threats made against<br />
a favored enemy.<br />
Reflexive Psychosis [Vile, Deformity]<br />
In the face of adversity, you withdraw into the haunted corridors<br />
of your mind.<br />
Prerequisite: Deformity (Madness).<br />
Benefit: As an immediate action, you can gain damage<br />
reduction 5/— for 1 round. After using this ability, you are<br />
confused until the end of your next turn.<br />
Slave to Evil [Vile]<br />
You have pledged your soul to an elder evil. You gain<br />
benefits that grow more powerful as your master’s sign<br />
intensifies.<br />
Prerequisite: Chosen of Evil.<br />
Benefit: You gain an aura of evil as if you were an evil<br />
outsider (see detect evil, PH 218). Whenever you are the target<br />
of an evil spell, decrease all variable numeric effects of the<br />
spell to their minimum possible values.<br />
In addition, your abilities increase with the intensity of<br />
your master’s sign. All effects are cumulative.<br />
Faint: You gain a +2 profane bonus on saves against divine<br />
spells.<br />
Moderate: You gain a +1 insight bonus on attack rolls and<br />
damage rolls against divine spellcasters.<br />
Strong: You gain spell resistance equal to 11 + your character<br />
level against divine spells. If you already have spell resistance,<br />
it increases by 5 against divine magic.<br />
Overwhelming: All divine spells cast within 30 feet of you<br />
are impeded, meaning that a divine spellcaster must succeed<br />
on a Spellcraft check (DC 20 + spell level) or lose the spell or<br />
spell slot with no effect.<br />
Thrall to Demon [Vile]<br />
You formally become a supplicant to a demon lord. In return<br />
for your obedience, you gain a small measure of that demon<br />
lord’s power.<br />
Prerequisite: Chaotic evil alignment.<br />
Benefit: Once per day, while performing an evil act, you<br />
can call upon your demonic patron and gain a +1 luck bonus<br />
on any one attack roll, saving throw, ability check, skill check,<br />
or level check.<br />
Vile Ki Strike [Vile]<br />
You can focus evil power into your unarmed strike.<br />
Prerequisite: Cha 15, Improved Unarmed Strike.<br />
Benefit: Each time you deal damage with your unarmed<br />
strike, you deal an extra 1 point of vile damage.<br />
Vile Martial Strike [Vile]<br />
You can focus evil power into your weapon blows.<br />
Prerequisite: Cha 15, Weapon Focus with the specified<br />
weapon.<br />
Benefit: Each time you deal damage with a specific kind<br />
of weapon, you deal an extra 1 point of vile damage.<br />
Special: You can take this feat more than once, selecting a<br />
different weapon each time.<br />
Vile Natural Attack [Vile]<br />
You can focus evil power into your natural attacks.<br />
Prerequisite: Natural attack that deals at least 1d8 points<br />
of damage, base attack bonus +5.<br />
Benefit: Each time you deal damage with your natural<br />
attack, you deal an extra 1 point of vile damage.<br />
MALEFIC PROPERTIES<br />
<strong>Elder</strong> evils are capable of incredible destruction. They wield<br />
devastating magic and possess an arsenal of potent attacks<br />
to work their wickedness. But such power alone offers little<br />
defense against the gods and their servants. Malefic properties<br />
are their safeguard against divine interference.<br />
A malefic property is a supernatural ability, intrinsic to the<br />
very nature of an elder evil. An antimagic field can suppress its<br />
effect within a small area, but doing so requires a successful<br />
caster level check (1d20 + caster level) to overcome the elder<br />
evil’s spell resistance. Dispel magic and greater dispel magic have<br />
no effect against a malefic property.<br />
A malefic property affects an enormous area and might<br />
influence an entire world, depending on the power of the<br />
elder evil as measured by its Hit Dice.<br />
Hit Dice Radius of Influence<br />
15 or fewer 10 miles<br />
16–30 100 miles<br />
31–50 1,000 miles<br />
51+ Worldwide<br />
All elder evils have anathematic secrecy (see below),<br />
which shields them from divination spells by divine casters.<br />
Each elder evil has one additional malefic property,<br />
chosen from the list that follows, as appropriate to its<br />
nature. The sample elder evils provided in this book can<br />
guide you in deciding on a suitable malefic property for<br />
one of your own design.<br />
Malefic Properties<br />
Property<br />
Benefit<br />
Anathematic secrecy Immune to all divine divination<br />
spells and effects<br />
Dark visiting Send nightmares that deal Wisdom<br />
damage<br />
Discord and woe Incite killing rage in living creatures<br />
Divine enervation Prevent divine casters from<br />
regaining spells<br />
Divine scourge Burst of corrupt energy sickens and<br />
deals vile damage to divine casters<br />
and extraplanar creatures<br />
Impervious to Immune to all divine magic<br />
the divine<br />
True death Dead creatures can never be raised