Darkmote Cloud (3.5e Creature)

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Darkmote Cloud
Size/Type: Fine Undead (Swarm)
Hit Dice: 10d12 (65 hp)
Initiative: +1
Speed: Fly 20 ft. (4 squares)
Armor Class: 19 ( +8 Size, +1 Dex), touch 19, flat-footed 18
Base Attack/Grapple: +5/--
Attack: 1d6 Swarm
Full Attack: 1d6 Swarm
Space/Reach: 10ft/0ft
Special Attacks: Distraction, Darkness, Blacklight, Confusion
Special Qualities: Darkvision 60 ft, immune to weapon damage, swarm traits
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 4, Dex 13, Con —, Int —, Wis 10, Cha 1
Environment: Any
Organization: Solitary, cloud (2–4 swarms), or infestation (7–12 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral Evil
Advancement: None
Level Adjustment:
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This cloud of pitch orbs boils toward it's target, droning ominously in its strangely deep pitch. It seems to leave a trail of pure black


Distraction (Ex): Any living creature that begins its turn with a Darkmote cloud in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Confusion (Sp): as the spell, Confusion. Usable at will.

Blacklight (Sp): As the spell Blacklight. Usable at will.

Darkness (Su): This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Usable at will.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

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