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| DarkerDreams07-31-05, 12:43 AM | Darke Small Fae (evil) Hit Dice: 6d6 (35 hp) Initiative: +4 Speed: 40 ft (6 squares) Armor Class: 19 (+4 dex, +1 size, +2 natural armor, +2 deflection) flat footed 13, touch 17 Base Attack/Grapple: +3/-1 Attack: +8 darke dagger (d4+ frightful attack) Full Attack: +8 darke dagger (d4+ frightful attack) Space/Reach: 5 ft / 5 ft Special Attacks: Darke dagger, frightful attack, Frightful Presence. Special Qualities: invisibility, lifesense, Low-light vision, nightmares, scent, unnatural aura, spell like abilities. Saves: Fort +2, Ref +9, Will +7 Abilities: Str 10, Dex 18, Con 10, Int 15, Wis 14, Cha 15 Skills: Balance +10, Disable Device +10, Escape Artist +10, Hide +13, Intimidate +11, Listen +11, Move Silently +13, Spot +10, Jump +8. Feats: Weapon Finesse, Combat Reflexes, Track Environment: Any Organization: Solitary, Court (1 plus 2d4 Spooks (http://boards1.wizards.com/showthread.php?t=472067) and 1d4 Night Terrors (http://boards1.wizards.com/showthread.php?t=472067)), or Gathering (2d6 plus 6d10 Spooks (http://boards1.wizards.com/showthread.php?t=472067) and 4d8 Night Terrors (http://boards1.wizards.com/showthread.php?t=472067)) Challenge Rating: 10 Treasure: None Alignment: Always lawful evil Advancement: 7-12 HD (small) Level Adjustment: -- For a moment you think it's a child, but you realize it is a small, elfin creature with a hand on the dagger in his belt. Savagely beautiful despite the disarray of his clothing, the monochrome black almost hides how thoroughly patched they are. Red-rimmed and insane eyes peer into you for a moment before he fades from view with a cackle that sends shivers down your spine. Darkes are a rare breed of truly malicious fey which are rarely seen unless except by their victims. Driven to kill by supernatural nightmares so dark they infect those who fall asleep near the creature, the fey seeks to sate its dreams with the fear and pain of others. Thus driven in a psychotic and sociopathic spiral these murderous creatures can rarely stay in one place for long unless they find victims who can be intimidated into remaining slaves to the darke's infernal passions. It is thought that such behavior is what gave rise to the first Night Terrors and Boogymen (http://boards1.wizards.com/showthread.php?t=472067), though it is certain they are one of the few creatures which can (or would desire to) bring together and make Spooks and Night Terrors (http://boards1.wizards.com/showthread.php?t=472067) part of its entourage. COMBAT Darke Dagger (Ex): Despite being a weapon sized for a small creature, this dagger deals regular dagger damage. However, these fell blades have additional powers in the hands of one of the evil fey who normally carry them, called a frightful attack. Frightful Attack (Su): Any creature struck by the dagger must succeed at a Will save DC 13 or become shaken (this save is charisma based, also note that fear effects stack- so a shaken creature becomes frightened and a frightened creature becomes panicked). Further, if a creature is already suffering the effects of fear they take an additional d6 damage per level of fear (1d6 for shaken, 2d6 for frightened, 3d6 for panicked) and the darke heals that much damage. Finally, a panicked creature who is struck by the darke dagger becomes the target of a Phantasmal Killer spell, caster level 7 Will save DC 16 (charisma based). A creature slain by the Phantasmal Killer effect has all visible wounds disappear and grants the darke an additional 2d8+3 hit points (hit points in excess of its maximum become temporary bonus hit points which last 24 hours unless lost). Frightful Presence (Ex): Any creature that hears a darke's insane laughter must make a Will save DC 15 or become shaken for 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Invisibility (Sp): As a free action once per round a darke can become invisible per the spell. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a darke at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Lifesense (Su): A darke notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Spell like abilities (Su): guards and wards, darkness, deeper darkness, knock. Nightmares (Su): Whenever a darke sleeps it must make a Will save (DC 20) or suffer as from a Nightmare spell. Any creature that falls asleep within 60 feet of a darke suffers this effect if they fail a Will save DC 17 (this save is charisma based). |