VIII
Great Old Ones and Outer Gods
full campaign, and has been built from a 20th-level
What You See
human bard.) The King in Yellow retains all of the
base creature’s statistics and special abilities except as
noted here.
CR: Same as the base creature +3.
Alignment: Chaotic evil.
Type: The King in Yellow’s type becomes outsider
This tall humanoid’s face is hidden by
a pale mask made of strips of peeled
skin, and its body is loosely concealed
by tattered yellow rags.
(native); do not recalculate HD, base attack bonus,
or saves.
Senses: The base creature gains see in darkness and
true seeing.
Armor Class: The base creature gains a +6 profane
bonus to its Armor Class. In addition, its tattered
yellow wrappings provide the King in Yellow with a
+12 armor bonus. The King in Yellow never wears any
other form of armor, nor does it carry a shield.
Defensive Abilities: The base creature becomes
immune to mind-affecting effects, but this does not
cure existing mind-affecting effects (such as insanity)
already afflicting the creature at the time it became
the King in Yellow. The King in Yellow also gains the
following special defense.
Blessing of the Yellow Sign: The King in Yellow gains
a +4 profane bonus to all saving throws, fast healing
equal to its Hit Dice, and spell resistance equal to its
final CR +11. Mindless undead creatures do not attack
the King in Yellow unless attacked first, and all other
undead understand the King to be an ally and are welldisposed toward serving it in most cases (although they
are not compelled to do so).
Attacks: The King in Yellow does not fight with
brute force. It loses all of the base creature’s natural
attacks and eschews weapon use. Instead, it attacks
twice per round with touch attacks that inflict damage
to foes in the form of debilitating pain born from a
mixture of despair and ennui and the intensification
of the pain one experiences from aging and decay. The
King in Yellow’s touch attack inflicts damage equal
to 1d6 per HD possessed by the King in Yellow; this
damage bypasses all damage reduction and energy
resistance. It is a pain effect. Creatures that are immune
to mind-affecting effects take half damage from this
touch.
Special Attacks: The King in Yellow gains the
following special attacks.
The King’s Voice: Once per round as a free action, the
King in Yellow may pose a question to a single target
within 30 feet. The target can resist with a successful
Will save (DC = 10 + 1/2 the King in Yellow’s Hit Die
+ the King in Yellow’s Charisma modifier). If the save
fails, the character immediately answers the question in
the most efficient and truthful manner possible. This
is a language-dependent, mind-affecting, sonic effect.
The King’s Tatters: Upon becoming the King in
Yellow, the base creature becomes shrouded in tattered
strips of yellow cloth that wind over and across its body.
These tatters do not take up a magic item slot, nor do
they interfere with worn magic items. Whenever a
creature makes a melee weapon attack against the King
in Yellow or ends its movement in a square adjacent to
the King in Yellow, it must make a successful Reflex
save (DC = 10 + 1/2 the King in Yellow’s Hit Dice +
the King in Yellow’s Charisma modifier) to avoid being
touched by one of these animated tatters of cloth. A
creature that makes a melee attack with an unarmed
strike, touch spell, or natural weapon is automatically
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