Obly99
Hero
Good evening boys, today I bring you the Great Old One and Outer God of Lovecraftian cosmology. When I first read the Epic Bestiary there was only one thing that deeply disappointed me and it was the introduction to the High Cosmic mission of the Neutronium Golem: "Azathoth, an insane and dreadfully powerful old one from the Far Realm, has somehow been able to possess a neutronium golem, and has decided to have the neutralizer destroy all deities of the universe. "..... Old One? I have always considered Azathoth the most powerful in the universe (as it literally dreams the reality, in my campaign setting it's a slumbering Time Lord) and seeing him reduced to a simple Uranus or Gaia broke my heart. On the forum several times Upper_Krust repeated that he would place the Outer Gods as Sidereals. I decided: I had to restore glory and honor to these entities who could destroy reality with a belch.
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CR: Same as the base creature +25.
AL: Any chaotic.
Size and Type: The creature’s type changes to aberration (chaotic, great old one, mythos) and with the evil or good subtype if the base creature is evil or good. Do not recalculate base attack bonus, saves, or skill points. While aberration is the most common type for the great old one, monstrous humanoid, magical beast and undead are not unknow (GM discretion or permission).
Defensive Abilities: All-round vision, Amorphous and Regeneration, equal to HD/Class levels (elder sign or epic and lawful).
Armor Class: A great old one gain a natural armor bonus equal to his Hit Dice, and a deflection bonus to armor class equal to his Charisma modifier.
Hit Dice: A great old one has d20s for hit dice, and always has maximum hit points. A great old one has at least 25 HD. If the base creature has fewer than 25 HD, he earns the difference with racial Hit Dice as aberration. If later gains levels, the great old one lost a number of this racial HD equal to the number of levels gained.
Speed: All movement speeds tripled and gains a fly speed of 300 ft. (perfect) as a supernatural ability.
Special Attacks
A great old one creature retains all the special attacks of the base creature and also gains the following:
Alter Reality (Su): A great old one ignore the reality. Once per hour, as a standard action, he can duplicate any spell of a level equal to 9 + number of automatic metamagic capacity feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to his spellcraft check +20. Other use of this ability are GM’s discretion.
Divine Aura (Su): Medium range (100 ft. +10 ft. per Hit Dice/Level).
Dimensional Rip (Su): As a standard action, a great old one can make a melee touch attack against a creature. If the creature fail a Will save DC 10 + 1/2 the great old one’s Hit Dice + the great old one’s Charisma modifier, its teleported on the Material plane, the Dark Tapestry, the Dreamlands or Leng (great old one choice), in a place decided by the great old one. This teleportation has no chance of arrive off target. This is a conjuration (teleport) effect. A great old one cannot use Dimensional Rip on itself.
Lesser Constant Insight (Ex): A great old one is not affected by the miss chance that applies to attacks against a concealed target.
Lesser Gamma Ray Burster (Su): The great old one, as a standard action, can direct its intense radiation at an opponent. This has a range of short (25 ft. + 5 ft./2 HD) and inflicts 1d20 divine fire damage per 2 hit dice of the great old one. This requires a ranged touch attack. If the great old one has the Sea or Winter Portfolio or other Portfolios that give Divine Cold or Perfect Divine Cold, this attack inflict divine cold damage instead of divine fire.
Special Qualities: A great old one retains all the special qualities of the base creature and also gains the following.
Beyond Morality (Ex): A great old one is beyond the comune morality and lower dilemmas do not touch him. A great old one gains the Apostasy Cosmic Ability and the Beyond Morality Mythic Ability.
Cosmic Toughness (Ex): If the great old one has at least 120 HD, his Hit Die becomes d100’s.
Damage Reduction: A great old one gains DR 30/epic and lawful.
Dimensional Mastery (Ex): A great old one is immune to any effect that suppresses teleportation or planar travel abilities unless it comes from a deific source.
Divine Ability (Var): A great old one gains a number of divine ability equal to 1/5 his HD and can select Divine and Cosmic abilities. A great old one does not need to meet alignment or divine rank prerequisites for the ability but other prerequisites must be met.
Divine Bonus (Ex): A great old one add a +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A great old one’s natural weapons, as well as any weapon it wields, are treated as chaotic, epic, and Mythic for the purpose of overcoming damage reduction.
Divine Senses (Ex): The senses of a great old one are ten times superior to that of the base creature.
Fiery Storm (Su): The great old one is surrounded by a flaming aura with a radius of 25 ft. + 5 ft./2 HD; all creatures within the aura take 1d4 divine damage per 8 HD of the great old one per round. A great old one can exclude any number of creatures from this effect.
Godly Realm (Var.): The size of his godly realm is equal to the radius of its divine aura multiplied by the number of years it has ruled over the area. Within that area it can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case -6.
Grant Spells: A great old one can grant spells of any level (the recipient must still be of sufficient power to cast the spell of course). A great old one grants access to four domains and four subdomains, and its cults have a favored weapon—the exact details vary for each great old one.
Hyperdimensional Body (Su): A great old one exists in multiple dimensions at once: all attacks and effects against a great old one have a 50% miss chance. A great old can move through solid objects (even made of force) as if they were difficult terrain, except that it cannot end its movement in an object. This ability does not function if the great old is subject to a dimensional anchor or similar effect.
Ignore Reality (Ex): The great old one does not suffer size penalty to attack rolls, armor class or skill checks.
Immortality (Ex): A Great Old One does not need to eat, drink, or breathe, nor does it age. A Great Old One that is slain does not truly die—rather, it is forced into an extended period of dormancy that can last years, centuries, or longer. Exact details of this vary and are described in individual creature entries. Methods to permanently slay a Great Old One might exist, but such methods have yet to be discovered.
Immunities (Ex): Immunity to ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification. Not subject to death from massive damage. A great old one is immune to damage from non-magical weapons. His soul cannot be absorbed, destroyed or imprisoned in any means. Immunity to Terrestrial and Stellar Hazards: Surface of the Sun, Outer Space, Extreme Pressure Environments (Planetary/Stellar cores), Heavy Gravity, Cosmic Storms, etc. and resistance* to Dimensional Hazards: Black Holes, Worm Holes, Quasars, Gamma Rays, Time Storms, etc. *Resistance is different from immunity and the GM’s is the judge to how they are affected by a given phenomenon (to give an example, Sidereals are resistant but not immune to Dimensional Hazard: a black hole might be used to imprison a sidereal with the high EMF essentially functioning as dead-magic zones).
Integrated Class Features: A great old one with racial Hit Dice gain class features of any class equal to half his racial Hit Dice. A great old one with both Hit Dice and Class Levels do not count his Class Levels for the purposes of determining these integrated class features, only his racail Hit Dice. Caster Level for integrated spellcaster classes is always equal to the great old one total Hit Die +6, it has nothing to do with the integrated levels.
Lesser Cosmic Firmament (Ex): A great old one is treated as if always within his godly realms, regardless of where he manifest, for double his Hit Points.
Nova: When a great old one is killed, it explodes dramatically, as its massive energies are no longer restrained by its will. A Table 1: Great Old One Nova details the amount of damage. Blast damage should be treated as divine bludgeoning damage.
The save DC is Constitution-based. The hp damage and radiation don’t have a saving throw.
Mad Mind (Ex): The great old one can use his Charisma score instead of Wisdom for Will saves for all Wisdom-based skill checks, rolls, prerequisite and ability (like the Unknowing Mind divine ability). Anyone attempting to access the great old one mind (whether through telepathy or spells such as Detect Thoughts) is stunned for 1 round instead of succeeding and must make a Will saving throw DC 10 + ½ the great old one’s Hit Dice + the great old one’s Charisma modifier or become insane like the spell insanity. If you use the sanity rule, this deal 1d8 sanity damage for every HD of the great old one, with the Will save for half the damage. A great old one using its telepathy to communicate doesn’t activate this ability unless it spends a standard action to focus its mind on one opponent. This is a mind-affecting and insanity effect. The saving throw is Charisma-based. This replace the base Insanity of the great old one subtype.
Madness Aura (Su): The great old one hyper-intense perceptions warp a large area around it (100 ft. + 10 ft./HD); all creatures within the aura suffer a -6 insight penalty on all rolls as mad perceptions and patterns bombard their minds. Creature inside the aura must make a Will saving throw DC 10 + 1/2 the great old one’s Hit Dice + the great old one’s Charisma modifier every round or are reduced to stammering masses of madness. This combine the effect of feeblemind and insanity. If you use the sanity rule, this deal 1d4 sanity damage for every 2 HD of the great old one, with the Will save for half the damage. This is a mind-affecting and insanity effect. The great old one can exclude a number of creatures equal to his Charisma modifier. Creatures that see the true form of the great old one (see unspeakable form below) must make the save as if they were inside the area.
Madness Sovereign (Su): A great old one ignore the immunity to compulsion, insanity, or mind-affecting effect of non-mythos creature.
Maven (Ex): The great old one have maximum skill ranks for each skill he know.
Might (Ex): A great old deals d10's for base damage dice of all melee weapon, natural weapon and unarmed attacks and their damage dice cannot go below this dice but this cannot increase to more dice than his HD.
Mythic (Su) A great old one has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature, with hit point bonus as aberration (+80 hp). A Great Old One can use any of its spell, spell-like abilities and Alter Reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell, spell-like abilities and effects.
Omnicompetent (Ex): A great old one one know all skills.
Otherworldly Insight (Ex) A great old one gains a +10 insight bonus on Initiative checks and to AC.
Portfolios (Var.): Standard great old one gains the Chaos Double Portfolio (see Chapter 3 of the Immortal’s Handbook for more details on Portfolios) and one extra Portfolio which reflects them as a Demi-Deity but without the weakness registered under the Disciple entry in the portfolio table (the great old one ignore the portfolio prerequisite, the test of faith or the drawback of the demeanor). More powerful is the great old one, more Portfolios has.
Power/Spell Resitance: A great old one gains power and spell resistance equal to his total Hit Dice/Levels +16 (10 + Divine Bonus Special Quality). Any power or spell which fails to penetrate the great old one spell resistance is reflected back upon the caster.
Reality Shift (Su): A great old one, as a move action, can shift between the Material plane, the Dark Tapestry, the Dreamlands and Leng. A great old one senses extends into this planes at a distance of 60 ft. from the plane where he currently is, as long as he is in one of these four. He can attack and target with effects creatures on either of these planes normally, although such creatures are treated as having cover (lesser constant insight does not work for this), as long as he is in one of these four. This ability does not function if the great old is subject to a dimensional anchor or similar effect.
Spell-like Ability: A great old one gains the following spell-like abilities, they are cast at caster level equal to the great old one HD + Divine bonus.
Constant—cloak of chaos, foresight (self only), freedom of movement, mind blank, tongues, true seeing;
At will—astral projection, charm monster, commune, control weather, dream council, dream scan, dream voyage, greater dispel magic, greater teleport, insanity, interplanetary teleport, mind thrust VI, nightmare, plane shift, psychic crush V, reverse gravity, sending, summon monster IX (mythos only);
3/day—demand, dominate monster, feeblemind, gate, geas/quest, maze of madness and suffering, weird, wish;
1/day—implosion, microcosm, summon (level 9, mythos creatures with total base HD [before apply Perfect Summoning (Chaos) or other similar abilities] not superior of double the great old one HD 100%), time stop;
Greater Starflight (Su): A great old one can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes the great old one 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).
Tentacle Mass: A great old one gains one primary tentacle attack (1d6 base damage for medium size creature) with the grab special quality for each 5 HD the creature has. A great old one can grab creature of any size instead of up of his size. A great old one’s natural weapons gains +1 enhancement bonus for every 5 HD. While tentacle is the most common form for great old one of the aberration type, other natural attack form for other type or even aberration is not unknow (like bite, 2 claws and tail slap of Yig or the 4 tattered lash of the King in Yellow).
Unnamable Doom (Ex): A great old one is aware of any creature on the material plane or the plane where the great old one is currently located that speaks its name, becoming able to see and hear the creature and its surroundings through a magical sensor for 1 minute similar to the greater scrying spell (but with no saving throw allowed). Creatures which speak the name also gain a -6 penalty on saves against the great old one abilities for 24 hours.
Unspeakable Form (Ex): The natural form of the great old one is a grotesque, tentacled mass (or another appropriately gruesome form). As a free action the great old one can make his tentacles obtained from the template disappear or reappear, he can decide how many tentacle disappear or reappear. The great old one can as a swift action re-shape in a form much better for the mortal mind. This work like the Change Shape (any creature; aberrant form III [Gothic Campaign Compendium of the Legendary Games], fey form IV, geniekind, magical beast shape, monstrous physique IV, ooze form III, shapechange, undead anatomy IV, vermin shape II) universal monster ability. When this ability is active the fiery storm and madness aura are suppressed. When a great old one uses this change shape, it can assume the appearance of specific individuals (giving +30 to Disguise check instead of the normal +10). True Seeing does not automatically pass this ability but if for any reason a creature overcome it, he must immediately make the Will save for madness aura.
Unspeakable Grip (Ex): A great old one can grab creature normally immune to grab, like creature under a freedom of movement spell.
Unspeakable Presence (Su) A great old one aura inflicts intense mental anguish and torment upon all creatures within 300 feet who can see and hear the great old one. The exact effects caused by a great old one’s unspeakable presence vary by type. A successful Will save (DC 10 + 1/2 the great old one’s Hit Dice + the great old one’s Charisma modifier) reduces or negates the effect. This is a mind-affecting effect.
Languages: A great old one gains the Aklo as a bonus language and telepathy 300 ft.
Abilities: Increase all the score of the base creature by +12.
Feats: A great old one gains Mythos Summoner as a bonus feat without the need to meet his prerequisite. (Mythos summoner is a feat that allow to add all the creature with the mythos subtype to the list of summon monste/nature's ally or allow the calling with planar ally/binding or gate as if they are outsider with extraplanar subtype).

Dark Tapestry - PathfinderWiki

Great Old One - PathfinderWiki

Outer God - PathfinderWiki
Great Old One template
CR: Same as the base creature +25.
AL: Any chaotic.
Size and Type: The creature’s type changes to aberration (chaotic, great old one, mythos) and with the evil or good subtype if the base creature is evil or good. Do not recalculate base attack bonus, saves, or skill points. While aberration is the most common type for the great old one, monstrous humanoid, magical beast and undead are not unknow (GM discretion or permission).
Defensive Abilities: All-round vision, Amorphous and Regeneration, equal to HD/Class levels (elder sign or epic and lawful).
Armor Class: A great old one gain a natural armor bonus equal to his Hit Dice, and a deflection bonus to armor class equal to his Charisma modifier.
Hit Dice: A great old one has d20s for hit dice, and always has maximum hit points. A great old one has at least 25 HD. If the base creature has fewer than 25 HD, he earns the difference with racial Hit Dice as aberration. If later gains levels, the great old one lost a number of this racial HD equal to the number of levels gained.
Speed: All movement speeds tripled and gains a fly speed of 300 ft. (perfect) as a supernatural ability.
Special Attacks
A great old one creature retains all the special attacks of the base creature and also gains the following:
Alter Reality (Su): A great old one ignore the reality. Once per hour, as a standard action, he can duplicate any spell of a level equal to 9 + number of automatic metamagic capacity feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to his spellcraft check +20. Other use of this ability are GM’s discretion.
Divine Aura (Su): Medium range (100 ft. +10 ft. per Hit Dice/Level).
Dimensional Rip (Su): As a standard action, a great old one can make a melee touch attack against a creature. If the creature fail a Will save DC 10 + 1/2 the great old one’s Hit Dice + the great old one’s Charisma modifier, its teleported on the Material plane, the Dark Tapestry, the Dreamlands or Leng (great old one choice), in a place decided by the great old one. This teleportation has no chance of arrive off target. This is a conjuration (teleport) effect. A great old one cannot use Dimensional Rip on itself.
Lesser Constant Insight (Ex): A great old one is not affected by the miss chance that applies to attacks against a concealed target.
Lesser Gamma Ray Burster (Su): The great old one, as a standard action, can direct its intense radiation at an opponent. This has a range of short (25 ft. + 5 ft./2 HD) and inflicts 1d20 divine fire damage per 2 hit dice of the great old one. This requires a ranged touch attack. If the great old one has the Sea or Winter Portfolio or other Portfolios that give Divine Cold or Perfect Divine Cold, this attack inflict divine cold damage instead of divine fire.
Special Qualities: A great old one retains all the special qualities of the base creature and also gains the following.
Beyond Morality (Ex): A great old one is beyond the comune morality and lower dilemmas do not touch him. A great old one gains the Apostasy Cosmic Ability and the Beyond Morality Mythic Ability.
Cosmic Toughness (Ex): If the great old one has at least 120 HD, his Hit Die becomes d100’s.
Damage Reduction: A great old one gains DR 30/epic and lawful.
Dimensional Mastery (Ex): A great old one is immune to any effect that suppresses teleportation or planar travel abilities unless it comes from a deific source.
Divine Ability (Var): A great old one gains a number of divine ability equal to 1/5 his HD and can select Divine and Cosmic abilities. A great old one does not need to meet alignment or divine rank prerequisites for the ability but other prerequisites must be met.
Divine Bonus (Ex): A great old one add a +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A great old one’s natural weapons, as well as any weapon it wields, are treated as chaotic, epic, and Mythic for the purpose of overcoming damage reduction.
Divine Senses (Ex): The senses of a great old one are ten times superior to that of the base creature.
Fiery Storm (Su): The great old one is surrounded by a flaming aura with a radius of 25 ft. + 5 ft./2 HD; all creatures within the aura take 1d4 divine damage per 8 HD of the great old one per round. A great old one can exclude any number of creatures from this effect.
Godly Realm (Var.): The size of his godly realm is equal to the radius of its divine aura multiplied by the number of years it has ruled over the area. Within that area it can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case -6.
Grant Spells: A great old one can grant spells of any level (the recipient must still be of sufficient power to cast the spell of course). A great old one grants access to four domains and four subdomains, and its cults have a favored weapon—the exact details vary for each great old one.
Hyperdimensional Body (Su): A great old one exists in multiple dimensions at once: all attacks and effects against a great old one have a 50% miss chance. A great old can move through solid objects (even made of force) as if they were difficult terrain, except that it cannot end its movement in an object. This ability does not function if the great old is subject to a dimensional anchor or similar effect.
Ignore Reality (Ex): The great old one does not suffer size penalty to attack rolls, armor class or skill checks.
Immortality (Ex): A Great Old One does not need to eat, drink, or breathe, nor does it age. A Great Old One that is slain does not truly die—rather, it is forced into an extended period of dormancy that can last years, centuries, or longer. Exact details of this vary and are described in individual creature entries. Methods to permanently slay a Great Old One might exist, but such methods have yet to be discovered.
Immunities (Ex): Immunity to ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification. Not subject to death from massive damage. A great old one is immune to damage from non-magical weapons. His soul cannot be absorbed, destroyed or imprisoned in any means. Immunity to Terrestrial and Stellar Hazards: Surface of the Sun, Outer Space, Extreme Pressure Environments (Planetary/Stellar cores), Heavy Gravity, Cosmic Storms, etc. and resistance* to Dimensional Hazards: Black Holes, Worm Holes, Quasars, Gamma Rays, Time Storms, etc. *Resistance is different from immunity and the GM’s is the judge to how they are affected by a given phenomenon (to give an example, Sidereals are resistant but not immune to Dimensional Hazard: a black hole might be used to imprison a sidereal with the high EMF essentially functioning as dead-magic zones).
Integrated Class Features: A great old one with racial Hit Dice gain class features of any class equal to half his racial Hit Dice. A great old one with both Hit Dice and Class Levels do not count his Class Levels for the purposes of determining these integrated class features, only his racail Hit Dice. Caster Level for integrated spellcaster classes is always equal to the great old one total Hit Die +6, it has nothing to do with the integrated levels.
Lesser Cosmic Firmament (Ex): A great old one is treated as if always within his godly realms, regardless of where he manifest, for double his Hit Points.
Nova: When a great old one is killed, it explodes dramatically, as its massive energies are no longer restrained by its will. A Table 1: Great Old One Nova details the amount of damage. Blast damage should be treated as divine bludgeoning damage.
The save DC is Constitution-based. The hp damage and radiation don’t have a saving throw.
Table 1: Great Old One Nova | ||||
Radius | Totally Disintegration | Fireball (divine fire damage) | Blast | Radiation* |
30 ft. | DC X | 30d10 | 20d10 | 10 |
60 ft. | - | 20d8 | 20d8 | 5 |
100 ft. | - | 10d6 | 10d6 | 3 |
500 ft. | - | 1d6 | 1d6 | 2 |
1.000 ft. | - | 1d4 | 1d4 | 1 |
*Ability damage to Str, Dex and Con. |
Mad Mind (Ex): The great old one can use his Charisma score instead of Wisdom for Will saves for all Wisdom-based skill checks, rolls, prerequisite and ability (like the Unknowing Mind divine ability). Anyone attempting to access the great old one mind (whether through telepathy or spells such as Detect Thoughts) is stunned for 1 round instead of succeeding and must make a Will saving throw DC 10 + ½ the great old one’s Hit Dice + the great old one’s Charisma modifier or become insane like the spell insanity. If you use the sanity rule, this deal 1d8 sanity damage for every HD of the great old one, with the Will save for half the damage. A great old one using its telepathy to communicate doesn’t activate this ability unless it spends a standard action to focus its mind on one opponent. This is a mind-affecting and insanity effect. The saving throw is Charisma-based. This replace the base Insanity of the great old one subtype.
Madness Aura (Su): The great old one hyper-intense perceptions warp a large area around it (100 ft. + 10 ft./HD); all creatures within the aura suffer a -6 insight penalty on all rolls as mad perceptions and patterns bombard their minds. Creature inside the aura must make a Will saving throw DC 10 + 1/2 the great old one’s Hit Dice + the great old one’s Charisma modifier every round or are reduced to stammering masses of madness. This combine the effect of feeblemind and insanity. If you use the sanity rule, this deal 1d4 sanity damage for every 2 HD of the great old one, with the Will save for half the damage. This is a mind-affecting and insanity effect. The great old one can exclude a number of creatures equal to his Charisma modifier. Creatures that see the true form of the great old one (see unspeakable form below) must make the save as if they were inside the area.
Madness Sovereign (Su): A great old one ignore the immunity to compulsion, insanity, or mind-affecting effect of non-mythos creature.
Maven (Ex): The great old one have maximum skill ranks for each skill he know.
Might (Ex): A great old deals d10's for base damage dice of all melee weapon, natural weapon and unarmed attacks and their damage dice cannot go below this dice but this cannot increase to more dice than his HD.
Mythic (Su) A great old one has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature, with hit point bonus as aberration (+80 hp). A Great Old One can use any of its spell, spell-like abilities and Alter Reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell, spell-like abilities and effects.
Omnicompetent (Ex): A great old one one know all skills.
Otherworldly Insight (Ex) A great old one gains a +10 insight bonus on Initiative checks and to AC.
Portfolios (Var.): Standard great old one gains the Chaos Double Portfolio (see Chapter 3 of the Immortal’s Handbook for more details on Portfolios) and one extra Portfolio which reflects them as a Demi-Deity but without the weakness registered under the Disciple entry in the portfolio table (the great old one ignore the portfolio prerequisite, the test of faith or the drawback of the demeanor). More powerful is the great old one, more Portfolios has.
Power/Spell Resitance: A great old one gains power and spell resistance equal to his total Hit Dice/Levels +16 (10 + Divine Bonus Special Quality). Any power or spell which fails to penetrate the great old one spell resistance is reflected back upon the caster.
Reality Shift (Su): A great old one, as a move action, can shift between the Material plane, the Dark Tapestry, the Dreamlands and Leng. A great old one senses extends into this planes at a distance of 60 ft. from the plane where he currently is, as long as he is in one of these four. He can attack and target with effects creatures on either of these planes normally, although such creatures are treated as having cover (lesser constant insight does not work for this), as long as he is in one of these four. This ability does not function if the great old is subject to a dimensional anchor or similar effect.
Spell-like Ability: A great old one gains the following spell-like abilities, they are cast at caster level equal to the great old one HD + Divine bonus.
Constant—cloak of chaos, foresight (self only), freedom of movement, mind blank, tongues, true seeing;
At will—astral projection, charm monster, commune, control weather, dream council, dream scan, dream voyage, greater dispel magic, greater teleport, insanity, interplanetary teleport, mind thrust VI, nightmare, plane shift, psychic crush V, reverse gravity, sending, summon monster IX (mythos only);
3/day—demand, dominate monster, feeblemind, gate, geas/quest, maze of madness and suffering, weird, wish;
1/day—implosion, microcosm, summon (level 9, mythos creatures with total base HD [before apply Perfect Summoning (Chaos) or other similar abilities] not superior of double the great old one HD 100%), time stop;
Greater Starflight (Su): A great old one can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes the great old one 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).
Tentacle Mass: A great old one gains one primary tentacle attack (1d6 base damage for medium size creature) with the grab special quality for each 5 HD the creature has. A great old one can grab creature of any size instead of up of his size. A great old one’s natural weapons gains +1 enhancement bonus for every 5 HD. While tentacle is the most common form for great old one of the aberration type, other natural attack form for other type or even aberration is not unknow (like bite, 2 claws and tail slap of Yig or the 4 tattered lash of the King in Yellow).
Unnamable Doom (Ex): A great old one is aware of any creature on the material plane or the plane where the great old one is currently located that speaks its name, becoming able to see and hear the creature and its surroundings through a magical sensor for 1 minute similar to the greater scrying spell (but with no saving throw allowed). Creatures which speak the name also gain a -6 penalty on saves against the great old one abilities for 24 hours.
Unspeakable Form (Ex): The natural form of the great old one is a grotesque, tentacled mass (or another appropriately gruesome form). As a free action the great old one can make his tentacles obtained from the template disappear or reappear, he can decide how many tentacle disappear or reappear. The great old one can as a swift action re-shape in a form much better for the mortal mind. This work like the Change Shape (any creature; aberrant form III [Gothic Campaign Compendium of the Legendary Games], fey form IV, geniekind, magical beast shape, monstrous physique IV, ooze form III, shapechange, undead anatomy IV, vermin shape II) universal monster ability. When this ability is active the fiery storm and madness aura are suppressed. When a great old one uses this change shape, it can assume the appearance of specific individuals (giving +30 to Disguise check instead of the normal +10). True Seeing does not automatically pass this ability but if for any reason a creature overcome it, he must immediately make the Will save for madness aura.
Unspeakable Grip (Ex): A great old one can grab creature normally immune to grab, like creature under a freedom of movement spell.
Unspeakable Presence (Su) A great old one aura inflicts intense mental anguish and torment upon all creatures within 300 feet who can see and hear the great old one. The exact effects caused by a great old one’s unspeakable presence vary by type. A successful Will save (DC 10 + 1/2 the great old one’s Hit Dice + the great old one’s Charisma modifier) reduces or negates the effect. This is a mind-affecting effect.
Languages: A great old one gains the Aklo as a bonus language and telepathy 300 ft.
Abilities: Increase all the score of the base creature by +12.
Feats: A great old one gains Mythos Summoner as a bonus feat without the need to meet his prerequisite. (Mythos summoner is a feat that allow to add all the creature with the mythos subtype to the list of summon monste/nature's ally or allow the calling with planar ally/binding or gate as if they are outsider with extraplanar subtype).
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