Caller in Darkness
System: Pathfinder | SRD
Caller in Darkness
CR 9
XP 6400
Init +11
;
Senses darkvision 60 ft.; Perception +22
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
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
Aura unnatural aura (30 ft.)
CMB +13
CMD 27 (can’t be tripped)
Statistics
Str —,,
Dex 25,,
Con —,,
Int 15,,
Wis 14,,
Cha 17
Base Atk +9
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
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, emotion, and fear effect. The saving throw DC is Charisma-based.