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Caller in Darkness

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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 PEaversion (2 PE, DC 15), emotive block (3 PE, DC 16), greater oneiric horror (4 PE, DC 17), mind thrust V (5 PE, DC 18), paranoia (2 PE, DC 15), telempathic projection (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

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.