Things from Warhammer 40k


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Warhammer Chaos alignment does not really match D&D alignments.

First, Warhammer Chaos is about an intrusion from immanently hostile and immanently incompatible far realm. Serving Chaos means gradual descent to physical and mental abyss of otherness.
Four great powers of Chaos represent certain correlations to human traits, however they merely weaponize them for the purpose of their recruitment drive.

That's why ultimately Chaos worshippers are separate, different and not really the same as worshippers of normal gods. A Bhaalite may be a brutal murderer but their evil is humane evil. A Slaaneshite evil is closer to that of Cthulhu cultist... with high probability of physical changes.
 

Warhammer Chaos alignment does not really match D&D alignments.

First, Warhammer Chaos is about an intrusion from immanently hostile and immanently incompatible far realm. Serving Chaos means gradual descent to physical and mental abyss of otherness.
Four great powers of Chaos represent certain correlations to human traits, however they merely weaponize them for the purpose of their recruitment drive.

That's why ultimately Chaos worshippers are separate, different and not really the same as worshippers of normal gods. A Bhaalite may be a brutal murderer but their evil is humane evil. A Slaaneshite evil is closer to that of Cthulhu cultist... with high probability of physical changes.
I know. This was one of my first jobs and I wasn't very experienced at the time. If I were to do it again now I wouldn't limit myself to giving him class levels but I would go with a monster with unique abilities related to seduction, hedonism, and excess.
As for the alignment, the WH40K Chaos does not fit into the classic 9 alignments but we do what we can. For example, monsters from the Cthulhu Mythos have been characterized as chaotically aligned in official materials (Cthulhu, Yog-Sothoth) simply because you couldn't do better with what you have.
 

Well, we go with how i think will be the big ones. For the creators of species I gave the abilities of the anunnaki and elohim plus a powerd up create wondrous creature feat and mastery of magic with a Enuncia (an empowered version of Alter Reality) and some abilities of wizard of shadowfell

Old One

A massive, bipedal reptilian entity floats silently, its scaled skin the color of deep sea ice. Though its form is humanoid, its four arms possess unnerving, primal strength, ending in wicked talons. Arcane power does not flow from it—it is the power. Glowing cyan runes crawl across its musculature like liquid starlight, feeding a swirling nimbus of raw, brilliant electricity that crackles from its armored collar and coils around its hands. Its eyes burn with a cold, terrifying intelligence, and its serpentine tongue flickers, tasting the very currents of time and magic.

TN Huge outsider (native, old one)

Init +59; Senses detect thoughts (DC 64), greater arcane sight, scent, see in darkness, spell perception (1,200 miles), tide of arcana (solar system), true seeing, whisperers of magic (solar system); Perception +70

DEFENSE

AC 123, touch 103, flat-footed 104 (+34 deflection, +13 Dex, +8 divine, +6 dodge, +34 insight, +20 natural, –2 size)

hp 4,640 (40d20+1,520)x2 fast healing 20, regeneration 20 (deific or mythic)

Fort +81, Ref +77, Will +83

Defensive Abilities effortless magic, flow of magic, foresight, freedom of movement, mind blank, mirror dodge, morphic anatomy, psychic warding, spell reflection; DR 30/chaotic and epic; Immune ability damage and drain, cold, death effects, disease, energy drain, exhaustion, fatigue, electricity, mind-affecting effects, polymorphing, paralysis, petrification, poison, sleep, or any form-altering attack, enchantment, illusionist and transmutation magic, not subject to death from massive damage, Terrestrial Hazards; Resist acid 60, fire 60, negative energy 60, sonic 60, Stellar Hazards; PR/SR 58

OFFENSE

Speed 30 ft., fly 3,600 ft. (perfect); greater starflight

Melee bite +62 (6d10+16 plus poison), 4 claws +62 (4d10+16 plus absorb magic), 2 talons (2d10+8 plus bleed), tail slap +57 (2d10+8 plus 20d6)

Ranged energy ray +59 (30d8+34) or energy sphere +59 (40d6/20d6)

Space 15; Reach 15 ft.

Special Attacks absorb magic, bleed (3d10), channel power, devolution, enuncia, greater counterspell, great power and greater expense 10/day, mythic power (21/day, surge +1d12), selective targets, shaped area, tangible illusions

Spell-Like Abilities (CL 48th; concentration +90)

Constantdetect thoughts (DC 64), foresight, freedom of movement, greater arcane sight, mind blank, tongues, true seeing

3/daysummon living creatures

STATISTICS

Str 43, Dex 36, Con 44, Int 57, Wis 48, Cha 79

Base Atk +40; CMB +66; CMD 163

Feats Combat Reflexes, Dodge, Greater Fortitude, Improved Initiative, Toughness

Epic Metamagic Feats Automatic Metamagic Capacity x10, Metamagic Freedom

Epic Feats Epic Skill Focus (spellcraft), Epic Toughness, Good Fortitude, Improved Dodge

Skills All skills 51 + ability modifier; +84 Spellcraft

Languages Abyssal, Aboleth, Aklo, Aquan, Auran, Celestial, Draconic, Enuncia, Ignan, Infernal, Old One, Sylvan, Terran; telepathy (solar system), tongues

SQ bestow knowledge, create life, craft creatures, deific, eldritch reciprocation, legendary craftsman, maven, mimetic memory, morphic body, no breath, omnicompetent, demanifest/manifest

ECOLOGY

Environment any

Organization unique

Treasure quadruple standard

Absorb Magic (Ex)
When an Old One strikes a creature with its claws attack, it immediately attempts to absorb one magical effect from the target. Treat this as a targeted dispel magic (CL 48th). When the Old One absorbs magic in this way, it regains a number of hit points equal to double the level of the spell effect it absorbed.

Bestow Knowledge (Su)
An Old One that touches a creature with an Intelligence of 3 or higher can bestow temporary knowledge and understanding upon that creature. Choose one of the Old One’s skills; for the next 24 hours the target of this ability uses the Old One’s skill ranks in place of his own (if higher that the ones he already possess), even if this is more than his maximum number of ranks. A creature can’t benefit from this ability more than once at the same time. If an Old One uses this ability on a creature that is currently the target of bestow knowledge (from itself or another Old One), the new bestow knowledge effect replaces the older one. If the Old One spend one use of mythic power, the effect is instead permanent (still can only benefit of one at a time).

Channel Power (Su)
An Old One can expend one use of mythic power when casting a spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.

Create Life (Su)
At will, an Old One can create within 30 ft. any one non-creature plant or non-mythic living creature as a standard action. A creature created can have no more than 26 Hit Dice and be no larger than Colossal size, and is not under the Old One ’s control. The alignment of the created creature is true neutral (even if the creature has an alignment subtype; his alignment can change over time based on what he is taught and his life experiences, like all creatures). He does not know any language (even his racials; languages must be taught to him, up to the maximum he can know). He has a starting attitude of the first creature he see (or perceives if he does not have ayes) of Helpful, usually the Old One. Creatures without racial HD (like humans) are created with 1 level in the Commoner class. If the Old One spend one use of mythic power, the creature is mythic (eg. a mythic cockatrice instead of a normal cockatrice or a Drakainia). If the creature has not a mythic version (like a human), he instead gains the 1st tier in a mythic path of the Old One choice.

Craft Creature (Ex)
An Old One can create any living creature whose prerequisites it meet, even creatures with template, mythic creatures, or directly new unique creatures. However, the creature created is not necessarily under its control.
To begin, it need access to an alchemist’s lab worth at least 500 gp. The process usually involves subjecting a living creature with some similarities to the intended result (like a bear or an owl for generate a owlbear) to various exotic substances and grafting techniques. An Old One can use a creature that has not similarities to the desired result (like a human to an owlbear), but in this case the DC increase by +5 and the cost by x1,5. In the case of an extraplanar (outsider) case, unless another outsider (extraplanar) is used as a base, the outsider does not have the extraplanar subtype but the native subtype (he still does need to eat or sleep). There is a chance that the experiment will be a failure. To create a creature, an Old One must succeed two Craft (alchemy) checks (DC 20 + CR of attempted creature). The Old One gains a +1 circumstance bonus for every attempt at a specific creature that it has previously made, whether successful or not. A successfully created creature and all his descendants will follow a single life goal of the Old One choice. He has no one of the original creature memories (unless the Old One choose to leave the memories by spending 1 more gp during the creation process), abilities, or class levels (the new creature sheet replace the old character sheet). If the creature maintain his old memories, he maintain his original alignment. Otherwise, his new alignment is the one normal for the new form of the creature (a troll will be CE), or the Old One own alignment if a new creature. If both Craft (alchemy) skill checks are failed the creature dies a horrible death. If one Craft (alchemy) check fails and the other succeeds, the resulting creation is horribly deformed in some way (apply the Mutant but with 5 deformities instead of 1) and is hostile to the Old One. The base price of a creature is his CR multiplied for 1,000 gp. Creating a creature takes 1 day/1,000 gp in his base price (minimum 1 day). To create a creature, an Old One must supply raw materials costing ½ his base price. The minimum HD + Divine Rank for creating a creature to 4/5 the CR of the intended creature (eg. a standard Old One with 40 HD and 8 DR can create CR 60 creatures, for simplicity multiply the sum of the HD and Divine Rank of the Old One x1,25 for calculate the CR it can create, rounded down the result). Once a creature is transformed, this is his new base form. Only wish or miracle (direct divine intervention) can restore the creature to his previous form (or an Old One using this feature again with the intended purpose of reversing it, in this case the process cost ½ the original [raw materials costing ¼ its original price]).
Creator’s Note: In case the Old One want to create a creature that is the combination of two existing creatures, use the Amalgam Creature template (Advanced Bestiary) for create it.

Devolution (Su)
As a standard action, an Old One can touch a creature and cause it to permanently lose cognitive function. The creature touched must succeed at a DC 72 Will save or be affected by an effect similar to feeblemind (except that is a transmutation instead of a compulsion, mind-affecting) that can be removed only by a mythic wish or direct divine intervention (the very powerful request of the miracle spell). If a creature affected by devolution procreates, his children can’t have an Intelligence or Charisma score higher than 2 naturally, nor can this effect be lifted by magic. Progeny created with this affliction also possess physical traits that were more common among earlier evolutionary forms of their parent species. The save DC is Charisma-based.

Deific
An Old One grants divine spells to worshipers. This does not require any specific action on the Old One’s behalf. The domains granted by an Old One vary according to the Old One’s alignment. Most Old Ones are neutral and grant access to the domains of Animal, Artifice, Plant, and Scalykind and to the subdomains of Alchemy, Feather, Fur, Growth, and Insect. A neutral good Old One grants access to the domains of Animal, Artifice, Good, and Plant while a neutral evil Old One grants access to the domains of Animal, Artifice, Evil, and Plant (subdomains are unchanged). Regardless of its alignment, an Old One’s favored weapon is the dagger.
The Old One’s (un)holy symbol is that of a snake wrapped up around a blue sun, but the exact expression and appearance of the snake varies by Old One, and each is unique in detail.

Divine Traits (Old Ones) (Ex)
An Old One gains a +8 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. Old Ones natural attacks or any weapons they wield, are treated as epic and magic for the purpose of overcoming damage reduction. Old Ones do not age and requires no food or drink to sustain themselves.

Effortless Magic (Ex)
An Old One is immune to the effects of antimagic field and similar abilities. Magic items still remain subject to antimagic. Dead magic zones still full affect Old Ones as normal.

Eldritch Reciprocation (Su)
An Old One can choose to take extra damage from a spell to replenish mythic power. When an Old One is hit by or fail a saving throw against a spell that deals hit point damage, as an immediate action it can choose to take damage as if that spell were affected by the Maximize Spell feat. If the spell’s damage can’t be increased by the Maximize Spell feat or is already under the effect of the Maximize Spell feat, an Old One instead takes double damage from it. The spell’s damage ignores an Old One spell resistance, energy resistance, energy immunities, and other protections against damage.
If the Old One takes at least 25 points of damage from the spell, it regain one use of mythic power.

Energy Ray (Su)
An Old One can launch an energy ray as a standard action against a creature or object within 1,200 ft. This ray deal 1d8 untyped damage per ¾ HD of the Old One plus its Charisma modifier. This ray deal full damage to objects and incorporeal creatures, is not subject to DR and ignore a value of hardness equal to the Old One HD. A creature or object reduced to 0 by this attack is reduced to dust as for disintegrate.

Energy Sphere (Su)
An Old One can launch a small sphere made of energy as a standard action against a creature or object within 1,200 ft. The sphere is a splash weapon with no range increment that deal 1d6 untyped damage per HD of the Old One on direct hit and 1d6 untyped damage per 2 HD of the Old One on splash damage. Those caught in the splash damage can attempt a DC 72 Reflex save for half damage. This sphere deal full damage to objects and incorporeal creatures, is not subject to DR and ignore a value of hardness equal to the Old One HD. A creature or object reduced to 0 by this attack is reduced to dust as for disintegrate. The save DC is Charisma-based.

Enuncia (Su)
The Old Ones have mastered the use of Enuncia, the language of creation. As a standard action an Old One can duplicate any spell of 19th-level or less as a supernatural ability. This ability can also duplicate any epic spells of DC 104 or less. If the spell replicated has a casting time lesser than a standard action, the activation of Enuncia is also reduced (like an immediate action for emergency force sphere). The equivalent caster level is equal to the HD + divine rank of the Old One (48 for a standard Old One). Other use of this ability are GM’s discretion. An Old One can apply any normal metamagic feats (any non [x] Spell-Like Ability) to such “spells” without increasing casting time, even if it does not possess the feat or not normally applicable to spell-like abilities (like Maximize Spell), as long the final total spell level is 19th or less. The spell must meet any prerequisite of the metamagic feat. Any spellcasting related ability and feat (like Channel Power or Shaped Area or the Metamagic Freedom feat) apply to such “spells”, including the ability to cast spells for craft magic items. Save DC (if any) is 62 + spell level. For the rest, this work as the Alter Reality Cosmic Ability.

Flight (Su)
The fly speed of an Old One is supernatural in origin.

Flow of Magic (Su)
The weave of magic bends to the Old Ones. When a spell is cast within 600 ft. of an Old One, it may use an immediate action consume the spell, automatically negating it and healing 1d12 damage per level of the spell (no healing with a cantrip). If the spell consumed was mythic, the Old One regains one use of mythic power.

Greater Counterspell (Su)
An Old One can attempt to counter a spell as it is being cast. It must identify the spell being cast as normal. If the Old One successfully does so, it can attempt to counter the spell as an immediate action by replicating greater dispel magic with Enuncia.

Great Power and Greater Expense (Su)
Ten times per day, an Old One can invoke raw magic power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, attack roll, or saving throw. An Old One can activate this ability as a free action before attempting the roll, even if it isn’t your turn. When an Old One invoke this power to roll twice, it adds its Charisma modifier (+34) to the result.

Also, when an Old One invokes this power to roll twice and any of the result is a 1-10, it adds +10 to the die roll (resulting in a die roll that musty fall between 11-20; eg. it roll a 9 and a 13, it adds +10 to the 9, with a final result of 19 and 13; a natural 1 transformed in an 11 is no longer an automatic failure while a 10 transformed in a 20 count as a rolling a “natural 20” for automatic succeed or other effects that activate on rolling a natural 20, like vorpal).

Greater Starflight (Su)
An 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 an Old One 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion). If the Old One spend one use of mythic power, the dices result of the duration is minimized (like all of them rolled a 1).

Legendary Craftsman (Ex)
An Old One can craft any mundane or magic item as if it had the necessary item creation feats and their mythic version, if existent. An Old One is considered to possess the prerequisites necessary to craft any magic item and construct, even if he does not otherwise meet the requirements. Also, an Old One make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost. An Old One can craft potions of 4th level or higher (and of any spell, not only of one with a casting time of less than 1 minute and targets one or more creatures or objects) and wand of 5th level or higher. An Old One can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks. In addition, an Old One can craft magic items that exceed the normal limits for such items and with unique powers. For instance, it could create a magic sword with an enhancement bonus higher than +5 (that overcome DR/epic), an amulet of natural armor higher than +5, and so on. Also, an Old One may forge artifacts, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with gods, fire from the heart of an active volcano, or any number of special prerequisites.

Manifest/Demanifest (Su)
As a move action, an Old One can demanifest, becoming incorporeal, or manifest back to return corporeal. As long the Old One is demanifested, it gains the incorporeal subtype and incorporeal traits.

Might (Ex)
An Old One deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Old One HD.

Mimetic Memory (Ex)
As a standard action, an Old One can touch a willing creature to read and imprint upon that creature’s genetic memory as if both the Old One and its target were affected by a mythic share memory spell. If the Old One spend one use of mythic power, it imbue also the target with mythic power, granting him temporarily the 1st tier in a mythic path of his choice. The creature immediately gain the benefits of his chosen path and this last for 1 month.

Mirror Dodge (Su)
When hit by an attack, an Old One can expend one use of mythic power as an immediate action to replace itself with an illusory duplicate and teleport to any open square within 30 feet of its current position. The Old One takes no damage from this attack, which instead destroys its illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the square into which the Old One teleport.

Mythic (Ex)
An Old One has Mythic Power (21/day, Surge +1d12) and counts as a 10th-rank Mythic creature, except that it count its mythic power uses as for a 10th-tier mythic character. An Old One treats its mythic rank as its mythic tier for the purpose of augmenting spells, spell-like abilities, and Enuncia. It can also expend Mythic Power to use the augmented versions of these spell, spell-like abilities, and Enuncia. Finally, an Old One adds its mythic rank to the DC of its spells, spell-like abilities, and Enuncia. Once per round when an Old One spell resistance protects it from a spell cast by an enemy mythic creature, it regains one use of mythic power.

Morphic Anatomy (Ex)
Old Ones are adept shapechangers and can shift their internal anatomy to best suit their immediate needs. This ability renders them immune to critical hits, sneak attacks, and precision damage.

Morphic Body (Ex)
An Old One can assume the appearance of any creature within three size category of itself (other than creatures with the elemental, incorporeal, or swarm subtypes—the body assumed must be solid). The Old One’s creature type and it gains none of the mimicked creature’s special abilities; the transformation is cosmetic only. In these other forms, the Old One retains all of its normal statistics and abilities as noted above, though it does take the appropriate bonuses and penalties based on its new size. Though this ability affects only the Old One’s outward appearance, it is a transmutation effect. If the Old One spend one use of mythic power, it gains all the abilities listed under a magical beast shape spell that the selected form possess other than size bonus/penalty and natural armor.

Poison (Ex)
Bite—injury; save Fort DC 55; frequency 1/round for 6 rounds; effect 1d8 Str, Dex, and Con drain; cure 3 saves.

Psychic Warding (Ex)
An Old One generates a field of psychic energy around its body that protects its mind and body from harm, granting it an insight bonus to its Initiative checks, Armor Class and a racial bonus on saving throws equal to its Charisma modifier.

Shaped Area (Su)
An Old One can alter areas of effect for spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5 ft. cube. Furthermore, any shapeable spells have a minimum dimension of 5 ft. instead of 10 ft.

Selective Targets (Su)
An Old One may select up to one target per point of Charisma bonus to exclude from any area-of-effect spell cast, or double the number of targets affected by a spell. In the first application, the targets are engulfed in the effect, but do not suffer any of the effects. This is a target-based exclusion; other opponents sharing the excluded target’s space are still affected by the spell. In the second case, when a spell description specifies a limited number of creatures affected by a spell (like chain lightning, haste, or teleport), the Old One may instead affect double that amount.

Spell Perception (Su)
An Old One automatically notices spellcasting within 1,200 miles. An Old One automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell.

Spell Reflection (Ex)
An Old One is under a permanent ward against all non-harmless spells of 9th level or lower that target him. These spells are automatically reflected back on the caster instead of affecting the Old One, as for an extraordinary spell turning spell with infinite charges. Spells that affect an area are not affected by this ward, nor are epic or mythic spells or spells of 10th level or higher. An Old One can chose to let spells pass if it want. An Old One can allow spells to bypass its spell resistance whenever it chooses, even if it is not its turn.

Summon Living Creatures (Sp)
Three times per day as a swift action, an Old One can summon any combination of living creatures whose total combined CR is 30 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 10th-level spell effect.

Tail Slap (Su)
An Old One tail pulse with arcane power. It deals 20d6 extra damage from the pure magical energy that permeate. A creature or object reduced to 0 by the tail slap is reduced to dust as for disintegrate as the energy destroy his body.

Tangible Illusion (Su)
An Old One can temporarily transform an illusory object into a real one. As a full-round action, by spending a use of mythic power, the Old One can temporarily transform a single object created by an arcane illusion spell that it cast into a physical, non-magical version of that object. The object lasts for 3 hours, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the illusion gains all the physical properties of the depicted illusory object. The Old One must touch the illusion to use this ability, and the object can be no larger than 300 cubic feet. For example, if the Old One create an illusory stone door, it transform it into an actual non-magical stone door.

Tide of Arcana (Su)
An Old One has a greater insight into the arcane world. Some speaks of ‘tides of arcana’ which crash on the shores of material reality; an Old One can perceive areas where large amounts of arcane energy pool and collect. An Old One can automatically sense the presence, distance to and relative direction of all magic items with a caster level of 15th or greater, as well as all major and minor artifacts. The Old One gains no additional information about the objects other than their presence and position. The Old One can also sense the summoning or calling of any creature with 15 HD or greater, the creation of a construct with more than 15 HD, or the use of the gate spell. This sense cover to the solar system (or layer if outside the Material Plane) in which the Old One is present, and cannot be blocked by mortal means.

Uplift (Su)
As a full-round action, an Old One can impart incredible capacity for thought and understanding to a creature it touches. The creature must have an Intelligence score of 3 or less to be affected by this ability. This affect is identical to awaken, except that it works on living creatures of any types, not only animal and plants (vermin counts as havinga base Intelligence score of 0). Creatures affected by uplift don’t change creature type (with the exception of animals and vermin, which become magical beasts), nor does the affected creature have any inherent affinity toward the Old One. The effect of uplift is permanent and is passed on to any progeny the uplifted creature produces. If the Old One spend one use of mythic power, the creature first evolve in his mythic version (eg. a cockatrice become a mythic cockatrice) and then gains the benefit of awaken. If the creature has not a mythic version (like a human), he instead gains the 1st tier in a mythic path of his choice. This mythic is not passes to any progeny the uplifted creature produces.

Whisperers of Magic (Su)
An Old One is perfectly attuned to the flow of magic across the planet, which some refers to as ‘the secret trade-winds’ or the secret storms. The Old One automatically knows when any spell or spell-like ability of 3rd level or higher is cast within the same solar system (or layer if outside the Material Plane) in which the Old One is present, so long as both him and the caster are on the same Plane. The Old One knows the distance and relative direction to the caster, but no other data, such as the caster’s level, purpose, and the school of magic used or the specific spell. The Old One only knows a suit of power has been worked, somewhere nearby. This ability makes no distinction between arcane, divine, or occult magic.
If the spell or spell-like ability was instead of 8th level or higher the Old One also knows what spell was used.
If the spell or spell-like ability was instead of 9th level or higher or mythic the Old One also knows the name (or his most common nickname by which he is known) and caster level of the caster.
If the spell or spell-like ability was instead of 10th level or higher or epic the Old One sense the effect even when outside the normal range or on another Plane.
Only direct divine intervention can shield from this sense.

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