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.
XP 6,400 DEFENSE
AC 14, touch 14, flat-footed 11 (+2 deflection, +3 Dex, –1 size) OFFENSE
Speed 30 ft.; fly 60 ft. (good) Psi-like Abilities (ML 7th)
At-will—clairvoyant sense, concussion blast (two targets, 3d6*), detect psionics, ego whip (2d4, DC 16*), mind thrust (7d10, DC 16*) STATISTICS
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15 SPECIAL ABILITIES
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. |