This roiling horror appears to be a swirling vortex of darkness and screaming, ghostly faces.
XP 6,400 DEFENSE AC 20, touch 20, flat-footed 12 (+3 deflection, +7 Dex, +1 dodge, –1 size) OFFENSE Speed fly 60 ft. (good) 12 PE—aversion (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 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. |