Warlock Of The Great Old One 5e Npc

Okay, let's be honest. We've all met that NPC. The one who makes you question everything you thought you knew about sanity.
The Tentacled Tourist
I'm talking about the Warlock of the Great Old One. You know, the one who's basically got Cthulhu on speed dial.
Don't get me wrong, I love a good dose of cosmic horror. But sometimes, these guys... they're just a bit much, aren't they?
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It's like, every conversation is a riddle wrapped in an enigma, sprinkled with a healthy dose of existential dread. And the smells? Let’s not even GO there.
I have an unpopular opinion: I think they secretly enjoy confusing us.
They’ll drop cryptic hints about the impending doom of reality, then casually ask if you've seen their cat, Mr. Fluffernutter. It's jarring!
Shopping? More Like ShOpping.
And their shopping habits? Forget sensible adventuring gear. They're buying weird ingredients from the shady back alleys of Neverwinter.
![[Art] My friend drew my Great Old One patron Warlock for our campaign](https://i.redd.it/r3n89i4ctlwz.png)
“Excuse me, do you have any eyeballs of newt that have been soaked in starlight and whispered to by a gibbering mouther?”
Like, seriously? What are you planning to cook, exactly?
I bet their pantries are a health inspector's nightmare.
The Sanity Saver
But here's the thing: underneath all the madness, there's often a surprisingly…helpful weirdo. Or a completely unhelpful one. There's no in between.
They might know secrets that no one else does. They might possess powers that can bend reality itself. Or they might just babble incoherently about the color of space.

It's a gamble, really.
One campaign I was in, the Warlock of the Great Old One kept insisting we needed to find the “Singing Spleen of Zorgoth” to save the kingdom. Turns out, it was actually a powerful artifact that could dispel the BBEG's illusion magic. Who knew?
Another time, the warlock just kept trying to convince us to join his cult dedicated to a giant space slug. We politely declined.
A Different Kind of Ally
The truly fun part is figuring out how to deal with them.
Do you play along with their eccentricities? Humor their cosmic delusions? Hope they don't accidentally summon something terrible in the middle of a tavern?

Or do you just nod and smile, slowly backing away while making a mental note to invest in extra strength earplugs?
I personally like to ply them with information of questionable quality. They seem to thrive on that.
Plus, the reactions are always priceless.
Embrace the Chaos
Look, I'm not saying every Warlock of the Great Old One is a walking disaster. Some are probably perfectly reasonable… for beings in contact with entities from beyond the veil of reality.
But let's be real, a little bit of chaos is good for any campaign. They add a certain… spice to the story. A spice that smells vaguely of ozone and regret.

So, next time you encounter a Warlock of the Great Old One, remember to keep an open mind. And maybe a barf bag. Just in case.
Because you never know, they might just be the key to saving the world. Or they might accidentally turn you into a tentacle monster. Either way, it'll be a story to tell.
And isn't that what adventuring is all about?
One more thing, avoid talking about the color yellow. Trust me on this one. Learn from my mistakes.
It's a good idea to keep some distance between them and open flames, too. You never know what kind of… byproducts they might produce.
Happy adventuring, and may your sanity remain (relatively) intact!
