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Elder Evils

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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

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