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Elder Evils

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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

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