|This material is published under the OGL
||Medium Monstrous Humanoid
||25d8+225 (337 hp)
||+26 (+18 Dex, +8 Superior Initiative)
||40 (+18 Dex, +12 insight), touch 40, flat-footed 22
||+10 keen dagger of human dread +54 (1d4+21/17-20) melee
||+10 keen dagger of human dread +54/+49/+44/+39 (1d4+21/17-20) melee
||5 ft./5 ft.
||Fear gaze, sneak attack +13d6
||Blindsight 60 ft., opportunist, quiescence, spell-like abilities, SR 35, DR 10/epic
||Fort +17, Ref +32, Will +21
||Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30
||Bluff +38, Climb +39, Hide +46, Intimidate +38, Jump +39, Listen +35, Move Silently +66, Spot +35, Survival +35, Tumble +46
||Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Sneak Attack of Opportunity, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (dagger)
||Nonstandard (just its dagger)
||Usually lawful evil
||25+ HD (Medium-size)
In the hand of any other creature but a gloom, the dagger is a +5 keen dagger.
A gloom’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Fear Gaze (Su): Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.
Opportunist (Ex): This ability functions like the rogue class feature of the same name.
Sneak Attack (Ex): A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra Damage.
Quiescence (Su): A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will.
Spell-Like At will—shadow walk; 3/day— true strike. Caster level 20th; save DC 20 + spell level. The DC is Charisma-based.
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