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PROPERTY DESCRIPTIONS<br />
Each of the following malefic properties is possessed by at<br />
least one of the elder evils described later in this book.<br />
Anathematic Secrecy<br />
This malefic property shrouds an elder evil from discovery<br />
by divination spells of a divine origin.<br />
Benefit: Any divine spell of the divination school automatically<br />
fails when used to ascertain information about an<br />
elder evil. Divination spells that are also arcane function<br />
normally if they are cast by a nondivine spellcaster.<br />
This ability is always active.<br />
Dark Visiting<br />
An elder evil that has this property projects<br />
terrifying nightmares into the dreams<br />
of the gods’ servants.<br />
Benefit: Each living divine<br />
spellcaster who sleeps<br />
within the area of this<br />
malefic property must<br />
succeed on a Will save<br />
(DC 10 + 1/2 elder<br />
evil’s HD + elder evil’s<br />
Cha modifier) or be<br />
plagued with maddening<br />
dreams. Upon<br />
awakening, the caster<br />
takes 1d4+1 points of<br />
Wisdom damage and<br />
is fatigued for the<br />
remainder of the day.<br />
In addition, the caster<br />
does not benefit from<br />
the rest required to<br />
regain spells or spell<br />
slots, psionic power<br />
points, and the like.<br />
An affected spellcaster<br />
whose Wisdom is<br />
reduced to half normal<br />
or lower by this effect is<br />
affected as if by an insanity<br />
spell (PH 244) while within the<br />
area of this malefic property.<br />
This ability is always active.<br />
Discord and Woe<br />
The presence of an elder evil that has this<br />
property incites violence and suffering.<br />
Benefit: Each round as a standard action, an elder evil<br />
can force a single living creature it can see that is within the<br />
area of this malefic property to make a Will save (DC 10 +<br />
1/2 elder evil’s HD + elder evil’s Cha modifier). On a failure,<br />
the creature’s alignment changes to match that of the elder<br />
evil, and the target immediately enters a killing rage. This<br />
frenzy functions as a barbarian’s rage ability, except that<br />
the affected creature must attack the closest creature each<br />
round it remains enraged. The raging creature takes 1 point<br />
of vile damage each round until it is killed or it manages to<br />
end the effect.<br />
Ancient evil infests the world<br />
and daunts the holy<br />
An affected creature is entitled to a new Will save each<br />
round to break free from the rage. If it succeeds, its alignment<br />
reverts to normal, but the creature might suffer other consequences<br />
of the frenzy, such as violating a code of conduct.<br />
Divine Enervation<br />
An elder evil that has this property can destroy the link<br />
between a deity and its mortal followers.<br />
Benefit: All divine spellcasters lose the ability to<br />
regain spells so long as they remain within the area of this<br />
malefic property. This interdiction does not interfere with<br />
spellcasting.<br />
This ability is always active.<br />
Divine Scourge<br />
An elder evil that has this<br />
property can punish deities’<br />
servants with a powerful<br />
surge of profane energy.<br />
Benefit: Once per day,as<br />
a swift action, the elder evil<br />
can unleash a deadly pulse<br />
throughout the area of this<br />
malefic property. All divine<br />
spellcasters and extraplanar<br />
creatures within the<br />
area become sickened<br />
for 1d4 hours. In<br />
addition, each affected<br />
creature must succeed<br />
on a Fortitude save (DC<br />
10 + 1/2 elder evil’s Hit<br />
Dice + elder evil’s Con or<br />
Cha modifier, whichever<br />
is higher) or take 1 point of<br />
vile damage per Hit Die of<br />
the elder evil.<br />
Impervious<br />
to the Divine<br />
An elder evil that has this<br />
property cannot be affected<br />
by divine magic of any kind,<br />
regardless of the source.<br />
Benefit: The elder evil is immune<br />
to all divine spells, whether from a spellcaster<br />
or a magic item. It is also immune<br />
to spell-like and supernatural abilities of<br />
extraplanar creatures and deities.<br />
This ability is always active.<br />
True Death<br />
The presence of an elder evil that has this property weakens<br />
the souls of living creatures so that they are lost on death.<br />
Benefit: Any creature that dies within the area of this<br />
malefic property is forever dead. Its soul has not passed to<br />
the Outer Planes but has died with the body; the creature<br />
cannot be raised by any means. In addition, all spells and<br />
spell-like effects that have the death descriptor are cast at +4<br />
caster level.<br />
This ability is always active.<br />
Illus. by M. Coimbra<br />
CHAPTER 1<br />
EVIL DOES<br />
NOT SLEEP<br />
15