Ancient One

Level 20
Creature· aberrationRareLargeRemaster
AC
45
HP
440
Speed
60 ft.
Perception
+36
Fort
+34
Ref
+33
Will
+35
Immunities auditory, cold, disease, emotion, inhaled, paralyzed, poison, aging
Resistances mythic 20
Languages aklo, chthonian, protean
Skills athletics +38, occultism +38, stealth +37, intimidation +36, acrobatics +35, arcana +34
Other Speeds fly 60 ft.
Recall Knowledge DC 45 (occultism)

Attacks

Melee Wretched Claw +38 (agile, magical, reach 10 ft., unarmed), Damage 4d8+16 slashing plus 2d6 void
Melee Annihilation Ray +35 (occult), Damage 6d8 void

Abilities

Entropy Senseinteraction

The ancient one can predict the presence of a creature through supernatural insight into chaotic probabilities and chance and builds a perception of reality from this information, allowing them to "see" as a precise sense in the listed range. Invisible creatures are visible to them, but veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check).

Remove a Conditioninteraction

Cost 1 Mythic Point


Effect The ancient one ends one condition affecting them.

Mythic Resilience (Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

No Breath

An ancient one doesn't breathe and is immune to effects that require breathing (such as inhaled poisons).

Otherworldly Mind

Whenever a creature targets the ancient one with a mental effect, that creature takes 6d8 mental damage (DC 39 will save). On a critical failure, the creature also becomes Confused for .

The Connection Cuts Both Ways

Creatures the ancient one affected with a mental effect or communicated with telepathically within the last round can hijack the ancient one's telepathic connection; they automatically ignore the ancient one's immunity to auditory, emotion, and visual effects until the end of their current turn. They can additionally spend 1 Mythic Point as a free action to reach through the connection to manipulate the ancient one's mind, ignoring the ancient one's mythic resilience on Will saving throws.

Undying Myth

Cost all of the Ancient One's Mythic Points

Trigger The ancient one would die and has at least 1 Mythic Point


Effect The ancient one remains conscious, and recovers 50% of their maximum Hit Points.

Unified Timeline

Trigger A creature ends its movement within 10 feet of the ancient one


Effect Ancient ones exist spread out across infinite times and places simultaneously and can shift themselves through their catalog of potentialities. The ancient one teleports themself and the triggering creature into empty squares within 10 feet of their respective positions, though the triggering creature can't be moved into hazardous terrain or to a place it can't stand. An unwilling creature can resist the teleport

Void Healing
Dismantle All Life

Time and entropy end all things, even the undead. When the ancient one's Strikes hit a creature with void healing, they deal vitality damage instead of void damage. The ancient one can't use their Strikes to restore Hit Points to living or undead creatures.

Recharge

Cost 1 Mythic Point


Effect The ancient one regains an expended spell.

Reroll

Cost 1 Mythic Point

Trigger The ancient one fails a check


Effect The ancient one rerolls the check.

Slither Between Worlds

The ancient one instantly transports themself and any items they're wearing and holding from their current space to an unoccupied space within 100 feet they can see. Once per turn, the ancient one can spend 1 Mythic Point to slither between worlds as a free action on their turn.

Vision of Lost Meaning

The ancient one speaks without sound, contacting a creature within 120 feet telepathically to send out waves of visions that fill its mind with fragmented thoughts, unrealized chaos, and futures where its choices are never consequential. The target attempts a DC 42 will save.


Critical Success The target is unaffected.

Success The target is disoriented by the visions and is Dazzled for 1 round.

Failure The target is overwhelmed by the visions and is Confused for 1 minute.

Critical Fai

In the Dimension of Time, creatures clad in tattered robes float between encapsulated bubbles of still, captured moments, untethered to any other place, unspeaking and unseeing. The few mortals to meet these enigmatic, faceless creatures have never known them to identify by any name other than the ancient ones, seemingly holding no identity (or no identity they wish to share) beyond their relationship with time.

The ancients profess to have always existed in the Dimension of Time, and for time to have always existed in the Great Beyond. Most reside in Stethelos, the storied city at the center of time, though they're also found wandering the Void, crossing the strangest corners of the Maelstrom where it lies between other planes, and occasionally, venturing into dark corners of the Universe. They serve at the will of Tawil at'Umr, the All in One and the One in All, an avatar of Yog-Sothoth lurking deep within time as Stethelos's caretaker. Though the ancient ones resemble their master in stature and attire, and though none would describe Tawil at'Umr as anything other than ancient in origin, most scholars consider "ancient one" a classification of its own separate from that of Great Old One, and Tawil at'Umr is definitively counted among the Great Old Ones by all who know it.

Where Yog-Sothoth is an embodiment of all space and time, an entity who concerns himself with guarding cosmic secrets, the ancient ones are philosophers and mystics seeking ever more enlightenment. They search, have searched, and will search across time indefinitely and, having found entropy and disorder, conclude this to be the Great Beyond's ultimate purpose. When a new creature dawns, it's pristine and whole—perfectly ordered—for but a single moment before it can be eroded by Pharasma's poison, accumulating decay, change, and chaos, until finally it reaches its ending, when time leaves a twilight creature broken and gone. Law and chaos, the ancient ones believe, aren't opposing or even separate forces, but a single expression of reality viewed from two angles, different from each other only in time.

How Old is Time? Lying in parallel with the Great Beyond with a presence felt on nearly every plane, from the Inner Sphere to the Outer Rifts, the Dimension of Time holds too many secrets for a reality so seemingly omnipresent. Can a world truly be said to begin before time is there to start? Scholars say Pharasma is the oldest being in the Great Beyond, a survivor of some previous multiverse's collapse, but does the Lady of Graves predate time, or did she bring the Dimension of Time with her so history could begin everything anew?

Into the Dimension of Time The Dimension of Time is one of the most difficult and complex realms in the Great Beyond to travel to, with restrictions on its access limiting all but the most powerful of planar travelers from visiting it. At the GM's discretion, though, items looted from an ancient one, or even just fragments torn from their robes, could function as the planar key needed to allow a PC to use interplanar teleport to access the Dimension of Time.