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Caller in Darkness

What appears to be a sudden fog rolls towards you, a feeling of dread sinking into your bones. As the fog forms into a thousand faces, all stuck in the middle of silent screams, you understand why.

Caller in Darkness CR 9

XP 6,400
CE Large undead (incorporealpsionic)
Init +7 Senses darkvision 60 ft., Perception +16
unnatural (DC18)


AC 14, touch 14, flat-footed 11 (+2 deflection, +3 Dex, –1 size)
hp 71 (11d8+22)
Fort +5, Ref +6, Will +9
Defensive Abilities incorporeal Immune undead traits
Weaknesses vulnerability to sunlight


Speed 30 ft.; fly 60 ft. (good)
Melee incorporeal touch +10 (2d6 plus steal essence if lethal)
Space 10 ft.; Reach 10 ft.
Special Attacks steal essence

Psi-like Abilities (ML 7th)

At-willclairvoyant sense, concussion blast (two targets, 3d6*), detect psionics, ego whip (2d4, DC 16*), mind thrust (7d10, DC 16*)
3/daydeath urge (DC 16), psychic crush (DC 13**), psionic suggestion (three targets, DC 14*)
1/dayco-opt concentration (DC 18)


Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
BAB +8; CMB +12; CMD 24
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Autonomous, Iron Will, Ability Focus (Unnatural Aura)
Skills Intimidate +16, Knowledge (Psionics) +16, Perception +16, Sense Motive +16, Spellcraft +16, Stealth +17 Racial modifiers Knowledge (psionics) is a class skill


Unnatural Aura (Su)

Animals can sense the unnatural presence of a caller in darkness. Any animal within 30 feet must make a DC 18 Will save or become panicked until it is no longer within 30 feet of the caller in darkness. A panicked creature that is cornered begins cowering. The save DC is Charisma-based. The listed DC includes the caller in darkness’ Ability Focus feat.

Vulnerability to Sunlight (Ex)

Callers in darkness are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A caller caught in sunlight cannot attack and can take only a single move action or standard action each turn, but not both (nor can it take full-round actions).

Steal Essence (Su)

Any living, intelligent creature slain by a caller in darkness’s touch attack is mentally absorbed into the monster’s consciousness.

(The physical body of the victim remains intact).

Stealing a victim’s essence is a free action; it grants the caller 12 temporary hit points, and a permanent new screaming face appears within its cloud.

A caller in darkness can also steal the essence of living, intelligent creatures within 30 feet that are paralyzed or sleeping, or that are helpless due to having a mental ability score reduced to 0 (often by the caller’s ego whip attack). Doing so is a standard action that provokes attacks of opportunity. The victim dies, and the caller gains 12 temporary hit points.