3e SRD:Caller In Darkness

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Caller In Darkness

Size/Type: Large Undead (Incorporeal)
Hit Dice: 11d12 (71 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 14 (1 size, +3 Dex, +2 deflection)
Attacks: 4 incorporeal touches +7 melee
Damage: Incorporeal touch 2d6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Steal essence, psionics
Special Qualities: Undead, incorporeal, +2 turn resistance, psionics, unnatural aura, daylight powerlessness
Saves: Fort +3, Ref +6, Will +9
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills: Hide +13, Intimidate +12, Intuit Direction +6, Listen +12, Search +12, Sense Motive +8, Spot +12
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Mental Adversary
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 12-18 HD (Huge); 19-26 HD (Gargantuan)


Combat

Steal Essence (Su): Any intelligent creature slain by a caller in darkness is mentally absorbed into the monster's consciousness within 1d4 rounds (the physical body of the victim remains intact). A caller can also absorb the essence of a creature whose ability score in any mental attribute (Int, Wis, or Cha) it has reduced to 0 through psionic combat; it need not first eliminate the downed creature's Constitution. Stealing a being's essence grants the caller 12 temporary hit points.

Psionics (Sp): At will- clairaudience/clairvoyance, detect psionics, fatal attraction, mass concussion, and suggestion. These abilities are as the powers manifested by an 18th-level psion.

Attack/Defense Modes (Sp): At will- all/all.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage (except by psionic combat), energy drain, or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better psionic weapons, or psionics, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a caller in darkness 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.

Daylight Powerlessness (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 partial actions.



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