Bpdethrys è un Caller in Darkness da 22 HD.

(scheda da tradurre in Pathfinder RPG)


Large Undead (Incorporeal, Psionic)
Hit Dice: 11d12 (71 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fl y 60 ft. (good)
Armor Class: 14 (–1 size, +3 Dex, +2 defl ection), touch 14,
fl at-footed 11
Base Attack/Grapple: +5/—
Attack: Incorporeal touch +7 melee (2d6)
Full Attack: 4 incorporeal touches +7 melee (2d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psi-like abilities, steal essence
Special Qualities: Incorporeal traits, undead traits,
unnatural aura, vulnerability to sunlight
Saves: Fort +3, Ref +6, Will +9
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills: Hide +9, Intimidate +12, Knowledge (psionics)
+12, Listen +14, Psicraft +12, Search +12, Sense Motive
+12, Spot +14
Feats: Blind-Fight, Combat Refl exes, Improved
Initiative, Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 12–22 HD (Large); 23–33 HD
Level Adjustment: —

This entity appears as a roiling bank or cloud of pale mist, with dozens of silently screaming humanoid faces discernible in the milky vapor.
A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. It seeks to draw others into its fearwracked, hellish existence.
Callers in darkness rarely speak, but when they do, they speak Common.


All creatures fear incorporation into the undead fog of a caller in darkness. Those who lose their lives to the horror are doomed to share its endless misery.
Psi-Like Abilities:
At will—clairvoyant sense, concussion blast (two targets, 3d6*), detect psionics, ego whip (2d4, DC 16*), mind thrust (7d10, DC 16*);
3/day—death urge (DC 16), psychic crush (DC 13**), psionic suggestion (three targets, DC 14*);
1/day—co-opt concentration (DC 18).
Manifester level 7th. The save DCs are Charisma-based.

*Includes augmentation for the caller’s manifester level.
**Includes the inherent +4 save adjustment described in the power.

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.
Incorporeal Traits: A caller in darkness is harmed only
by other incorporeal creatures, magic weapons, spells, spelllike
abilities, and supernatural abilities. It has a 50% chance to
ignore any damage from a corporeal source, except for force
effects or attacks made with ghost touch weapons. It can
pass through solid objects, but not force effects, at will. Its
attacks ignore natural armor, armor, and shields, but defl ection
bonuses and force effects work normally against them.
The creature always moves silently and cannot be heard with
Listen checks if it doesn’t wish to be.
Undead Traits: A caller in darkness is immune to mindaffecting
effects, poison, sleep, paralysis, stunning, disease,
death effects, and any effect that requires a Fortitude save
unless it also works on objects or is harmless. It is not subject
to critical hits, nonlethal damage, ability damage
to its physical ability scores, ability drain,
energy drain, fatigue, exhaustion, or
death from massive damage. It
cannot be raised, and resurrection
works only if it is willing.
It has darkvision out to
60 feet.
Unnatural Aura (Su):
Animals can sense the
unnatural presence of a
caller in darkness. Any
animal within 30 feet
must make a DC 17
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
Vulnerability to Sunlight (Ex):
Callers in darkness are utterly powerless
in natural sunlight (not merely a
daylight spell) and fl ee 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).

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