gives you extra utility with racial spell slots. Familiars offer a rather substantial amount of information for your party, able to easily scout rooms while hiding in corners. Gender If you spend your actions to tell them to fight for you, you can get really big mileage out of this new best friend. He insists that he … Every few dozen seconds, he could spew forth a massive deluge of acidic, brown goo from his horrid maw, and those he bit into were also infected with the substance. If you want a good option for Pact of the Blade, Dragonborn is quite viable. Were Zargon to fully escape his prison, the entire world would be subject to hourly, overlapping, atmospheric disasters, and no one would be safe as his foul slime rained over all. Meanwhile, Tasha’s Hideous Laughter is an extremely powerful spell; a slightly worse Hold Person. Choose the Fallen option if you want Strength weapons, the Scourge if you’d rather get some health. Perhaps the obvious choice. Dominate Person is much better, since humanoids tend to become stronger than beasts. [3] A long, black horn with silver speckles (its reported length ranging between 2‒7 ft (0.61‒2.1 m)), from the base of which oozed a pale yellow liquid, curved upwards and jutted out from the middle of his forehead. Anderas wrote:I am a big fan of Morcar and Zargon being two persons.That would imply as well that there is somebody organizing them, otherwise they would fight each other, weakening themselves. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. [3], Other stories proposed that Zargon was a demon prince that was thrown out of the Abyss.[1]. If you’re wondering what cantrips are most useful, I’d check out our, If you don’t want to be the generic Half Elf, then the Drow from the. No, no… Instead they grant you information, defenses, and utility. Callaghan, Gavin (2013). It has next to no aggressive abilities, and thus suffers as a frontliner. [17][18] Little remained of the original city, for all that was left not overtaken by the desert sand were a few crumbling walls and exposed blocks, though the imposing ziggurat in the center of the ruins had stood the march of time. Notes: Alternatively titled: "In which SITeach tells Canon to go fuck itself." Most notable of these meteorological distortions was when it rained the same brown slime as was found within him, a slime that contaminated all exposed water and any who came into contact with it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Power Level Imps are the strongest familiar choice, but all of them have unique ways to scout and be useful in combat. Summary: In which SITeach freaks out and more realizations happen. You might not want to short rest just to refresh this, but your spell slots will thank you. Get the scoop with our Great Old One Warlock Guide. Sending is slightly less useful. Get the scoop with our, 1st Level – Dissonant Whispers, Tasha’s Hideous Laughter, 3rd Level – Detect Thoughts, Phantasmal Force, 7th Level – Dominate Beast, Evard’s Black Tentacles, The damage reflection aspect is a good but non-synergetic bonus to the resistance. If you want a good option for Pact of the Blade, Dragonborn is quite viable. You can use your Entropic Shield to give advantage to your touch spells through your familiar, increasing your range to 100 ft. You also can use your telepathy to act like your Familiar is talking to people; You’ll be the best ventriloquist around! [1] When Asmodeus first rose from his fall, he defeated Zargon and its armies with the help of his devilish children. [2] Upon realizing that his status as a "god" made getting victims easier, Zargon was willing to play the part, using his fearsomeness to demand worship. They may very well have been shoved into a corner by the deities of the material plane and all that's left of them are the rare tomes of lore or other artifacts that warlocks use to tap into their power. [3][10] Whelps were mindless killing monsters with only the barest sense of instinct and horrific hints of their past, and continue exposure risked infection with the same vile pollution that had corrupted them. What, you take half the damage from these psychic spells, and then you reflect it back? That’s pretty fantastic! That doesn’t seem super useful. [2] He also had the power to summon oozes known as corruptures,[10] cancerous creatures that came into being wherever wilderness was warped by poison and sickness, or where the normal laws of reality were repeatedly broken. The immunity to mind-reading is perhaps the most situational abilities in the entire game. My personal favorite for this subclass. No god would dare confront him, for he has brought low others before. [9][5] When their last king and queen died, a great ziggurat, the most important building in the city, was constructed in their honor. ), but it’s not a bad option for you. The Great Old One is a mix of utility, defense, and crowd control. Thanks to the durability of Entropic Ward and Thought Shield, the Pact of the Blade gets a surprising amount of synergy with this Patron. [2][8] However, it was important to recognize that Zargon wasn't stupid. Psychic damage is one of the hardest damage types in the game to resist, and it’s only 1/3rd of your level 10 pact ability. It was disputed whether any lava pit would be sufficient[4] or if it had to be the Eye of Zargon, a bubbling pool of magma also underneath Cynidicea said to glow as redly as Zargon's own eye. Atropus cannot be destroyed, but the players can drive it away. In the 80's we called the DM god quite literally in … to get it! That wraps up our Great Old One Warlock Guide. [3][16], In ancient times, the small city of Cynidicea was the capital of the mighty Imaskar Empire. [16][19], Only a few from the initial fall of Cynidicean managed to live past the cataclysmic times during Zargon's rule, with many having either rebelled, hidden themselves, or moved away from the chaos. This has led to the theory that "Great Old One" is the term for everything younger than Cthulhu and Tsaggothua, and "Other God" or "Outer God" to be everything older. [3], Instead of arms, Zargon had knots of flesh at each of his shoulders, three on each side, from which six long tentacles, each tipped with a razor-sharp barb, lashed out like a whip. The bonus Charisma is, of course, fantastic. Primarily a defender, it has some of the best taunts in D&D. [14], Zargon had supposedly killed gods in the past when they manifested before him, his debilitating effects on divinity making him a dangerous threat against them. Destruction, Evil, Law Notify me of follow-up comments by email. Either way, you’ve got a great option for a Great Old One Warlock… Even if it’s thematically strange. Take your favorite fandoms with you and never miss a beat. Zargon is OSR & the Hard-to-Come-By Art of Old School DMing A recent G+ post got me thinking about why this guy is so iconic. Learn more with our Oath of the Crown Guide. [2], Despite his typically antisocial behavior, Juiblex, the demon lord of ooze, was a potential ally for Zargon. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. As a Great Old One Cultist you gain the following class features. The Warlock gets to choose one out of three pact boons at level 3. GM: One of the four bodyguards in gold-trimmed armor speaks: 'The two hobgoblin wizards and that pair of masked villains killed over a dozen of the Opal Phalanx elite guards - and escaped. We are trying to create a game with a sense of battle that tells the story of the last guardian to save the world in crisis after the arrival of the great old one. [3][6], Zargon possessed ungodly levels of strength, and used his many tentacles to strike and constrict his foes dozens of times in the span of a few seconds. He is mentioned in the 5th edition player's handbook, where he's a suggested patron for Great Old One Warlocks , although given the above he should also work as a fiendish patron. Who can stand against the might of Zargon the Returner? It depends on your GM, but this charm effect is stronger than most; it doesn’t end if you hurt the creature, nor if you harm the creature’s allies. Unfortunately, it only lets you target yourself. In, , one of these connections is between mere mortals… And things that should never be seen, heard, or experienced. Over the course of several days, if not treated with a remove disease or heal spell, those polluted by the slime had their vitality, intelligence, and personality slowly reduced until they either collapsed into puddles of grime or transformed into the terrifying humanoid oozes known as the whelps of Zargon. Dissonant Whispers and Tasha’s Hideous Laughter are both rather potent spells. You’ll find a lot of use out of this spell list, and it offers good options at almost every level. And most casters like to have a Concentration spell active, so… At least there’s another chance for them to fail? According to a 2015 Sage Advice update, Awakened Mind only allows one-way communication. Hit Points Noticeably, this is a pretty wide-reaching ability. It does have some use for finding invisible creatures, but this is probably not the best way to do so. Since you don’t get Hold Person… Not a bad idea. Although as Jeremy Crawford has said, allowing this ability to work two ways can make for fun homebrew if your DM allows it. Clairvoyance is one of the strongest information spells in the game, boasting fantastic range, good sensory allowance for the caster, and really good safety. Take this only if your GM is sending you farther and farther away from an important NPC. A Great Old One patron was one possible sponsor for a warlock. Need more warlock in your life? [3][14][10], Various treasures were offered to Zargon by his followers[2] which he gathered together in the slime around his lair, including thousands of coins and various magical items. As mentioned above, this patron focuses primarily on information, with some slight crowd control as a bonus. Half Elves help the Warlock out a lot. There will be times when you have to “roll a Wisdom Save” or have the BBEG know everything you’ve ever known, but… At that point, Nondetection might serve you better. Combine that with Entropic Ward’s bonus to attack rolls, and you have a legitimate reason to be in melee. The Great Old One, despite being a Patron with enchanting flavor, can’t exactly dominate your mind like these entities normally would. What, you take half the damage from these psychic spells, and. At least you deal some damage when you eventually do take psychic damage. Zargon was defeated, but its horn could not be destroyed. The touch aspect isn’t hugely problematic, as long as you’re within one move action from the frontlines. […], Need a name for your next Yuan-Ti character? [3][2], The source of Zargon's immortality was his horn, without which he could no longer regenerate and would be substantially less resilient. A lot of Warlock’s best tools use attack rolls – Vampiric Touch, Eldritch Blast, your Pact Weapon – so gaining advantage on those is worth quite a bit. [2] The calloused flesh of his muscular torso bore marks from endless injuries, crisscrossed with oozing wounds, cankerous tumors, and smoking clots formed from the dribbling brown slime that fell from his chin. [6], A brown dragon was said to watch over the Valley of Death to ensure that nothing aroused Zargon from slumber, bound as it was by unknown forces. [2][11][12], The gods were unable to discover how to destroy Zargon's horn. [3] His exact height was unclear, but his hulking mass loomed over most others;[2][4] from the ground to his horn tip, he was about 30 ft (9.1 m) tall,[3] but he had been reported to stand as low as 15 ft (4.6 m)[4] and tower to nearly 35 ft (11 m). The final boon given to you by your dark lord is a legitimate reason to take the subclass by itself. The Devourer in the Depths demanded his endless voracity be sated, and if freed, would try to conquer the world and drown it in torrents of slime. Please check out my Patreon or SubscribeStar pages for more news and updates! [3][10] He had various spell-like abilities, including the power to create magic circles against good at will, shoot waves of slime and lightning bolts thrice a day, and create an acid cloud and mind fog once each day. Great Old One - Arrival "G.O.O ~ Arrival" is an action role-playing game developed by two independent game enthusiasts. His appendages had great reach and the barbs at their end were perfect for embedding into flesh and bone to hold his victims still. That’s really good for a Warlock! Telekinesis is a good party trick, and the amount of utility options you’ll get is rather fantastic. With options from the Wizard and Cleric spell list, you can get legitimately powerful cantrip options for either utility or covering different damage options. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Darkvision is a great ability, and Skill Versatility is gigantic for the Great Old One’s role as an informant. [4], Though it wasn't known where Zargon originally came from, he was rumored to be buried deep beneath an area known as the Valley of Death, a sandy basin in the Giant's Belt Mountains on the edge of the Dust Desert Raurin. If not simply crushing them, he could rip into his foes with his many teeth or gore them on his mighty horn. [14], Zargon was known to take on selected warlocks as their patron. You can use your action to touch an incapacitated humanoid. Second, choose the Acolyte background. Detect Thoughts is, as usual, rather powerful in the right situations, so take it if you want information from tight-lipped humanoids. And when it comes to defending yourself from attack… You can do a bit better. [9] Even before being propriated, he found the ample supply of weak, soft prey (humans) to be to his liking, and their worship granted him many unforeseen advantages. [6][3] Though he was struggling to escape,[5] he was in some sense asleep, and would likely need help to break out. That’s pretty significant. Charisma is, as usual, a great choice for you. The ones mentioned are: Ghaunadaur (Ghaunadar in the 5e PHB) This pact synergizes super well with the Eldritch Blast invocations, and can give the Warlock some very useful abilities outside of the normal blasting that the class is known for. He regenerated from injuries with a speed that surpassed that of a tarrasque, and his limbs would grow back (if he didn't reattach them first) in a mere minute if cut off. 1st Edition Statistics[4] There's a few things called Great Old Ones in official canon, and you can use that to draw your own conclusions about the title. Perfect for keeping your d8 self safe from harm! you reflect it back? Domains Naturally he can't let any of his colleagues find out. Well… That’s because it really isn’t. So, then we have to talk about Charm as a condition. [9][6] However, Zargon's hunger for flesh and death could be tempered, and in a sense, he embodied a kind of primal tyranny. That doesn’t seem super useful. Chapter 2. While you don’t gain any intrinsic bonuses to damage with your Patron, you do have several strong short-ranged abilities – such as Create Thrall – that are better the closer you are to combat. There's even a call out to him once being the lord of Nine Hells. See Great Old One#Table for detailed bibliographical information (under References). Very much worth your while, if you’re the information tool of the group. [7][2], The only way to permanently defeat Zargon was to destroy his horn, and the only way to do that was to cast it into volcanic fire. pick, the Aasimar is a wonderful choice! [2][3], While certainly evil, showing callous cruelty to those that saved it, it was unclear where Zargon fell on the scales of law and chaos. Surely, no man is strong enough of courage and skill to face my master in combat. [2][3][4] Wherever Zargon went, a foul trail of blood, slime, and undigested body parts was left in his wake. Title(s) Spellcasters use attack rolls to deliver cantrips and ray spells, meaning you can get some value off of this, no matter the target. With options from the Wizard and Cleric spell list, you can get legitimately powerful cantrip options for either utility or covering different damage options. Overview: You start the game as Paul, an old man tired of his life, who after an incident (and by the will of a goddess) he's now in the body of a 19-year-old boy (your character).Your mission is to fulfill a series of objectives for this goddess and thus be able to continue your life in this new body. Lawful evil The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. In terms of an illusion spell for Warlocks… You could do worse. The “Book of Shadows” whenever it can: Alternatively titled: `` in which zargon great old one tells Canon to go itself... Isn’T hugely problematic, as usual, rather powerful in the right situations, this. 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