Caller in Darkness
This roiling horror appears to be a swirling vortex of darkness
and screaming, ghostly faces.
CALLER IN DARKNESS CR 9
XP 6,400
CE Large undead (incorporeal)
Init +11; Senses darkvision 60 ft.; Perception +22
Aura unnatural aura (30 ft.)
DEFENSE
AC 20, touch 20, flat-footed 12 (+3 deflection, +7 Dex, +1 dodge,
–1 size)
hp 97 (13d8+39)
Fort +7, Ref +11, Will +10
Defensive Abilities incorporeal; Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE
Speed fly 60 ft. (good)
Melee incorporeal touch +15 (6d6 plus consume mind)
Space 10 ft.; Reach 10 ft.
Special Attacks consume mind, wrap in despair
Psychic Magic (CL 10th; concentration +12)
12 PE—aversionOA (2 PE, DC 15), emotive blockOA (3 PE, DC 16),
greater oneiric horrorOA (4 PE, DC 17), mind thrust VOA (5 PE,
DC 18), paranoiaOA (2 PE, DC 15), telempathic projectionOA
(1 PE, DC 14)
STATISTICS
Str —, Dex 25, Con —, Int 15, Wis 14, Cha 17
Base Atk +9; CMB +13; CMD 27 (can’t be tripped)
Feats Ability Focus (wrap in despair), Alertness, Combat Reflexes,
Dodge, Improved Initiative, Skill Focus (Intimidate, Stealth)
Skills Fly +5, Intimidate +25, Knowledge (arcana) +18,
Perception +22, Sense Motive +22, Spellcraft +18, Stealth +21
Languages Abyssal, Common
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Consume Mind (Su) Whenever a caller in darkness hits a
creature with its incorporeal touch attack, or begins its turn
occupying the same space as a creature, it drains away
a portion of that creature’s mind, inflicting 1d4 points of
Wisdom damage. This is a mind-affecting effect, but not a
negative energy effect. If the caller in darkness reduces a
living creature’s Wisdom score to 0 in this way, it absorbs
that creature’s mind, killing it. The caller in darkness gains
psychic energy equal to the creature’s HD and access to all of
the creature’s memories. A creature whose mind is absorbed
in this way cannot be resurrected until the caller in darkness
is slain, unless the caster first uses a wish or miracle to free
the creature’s mind.
Wrap in Despair (Su) Any living creature that begins its turn
occupying the same space as a caller in darkness must
succeed on a DC 21 Will save or be overwhelmed by crippling
depression for 1d4 rounds. Affected creatures are unable to take
any action. Adjacent allies can offer words of encouragement
as a standard action to grant the creature a new saving throw.
If the creature succeeds on a saving throw granted in this way,
it is immune to the caller in darkness’s wrap in despair ability
for 24 hours. Creatures with Intelligence scores of 2 or less are
immune to this effect. This is a mind-affecting, emotionUM, and
fear effect. The saving throw DC is Charisma-based.
A caller in darkness grows from the psychic remains of
a creature with psychic sensitivity that died a violent
death, its restless spirit compelled to visit upon others the
horrors that it suffered before dying. As more and more
minds are absorbed, it grows, and the original spirit is lost
in the swirling mass of hatred, confusion, and despair.
Illustration