Night Horror
(Daomen)
Medium-Size Outsider
(Evil)
Hit Dice: 7d6 (42)
Initiative:
Speed: Fly
90 ft. (good)
AC: 18 (+4 Dex, +4 natural)
Attacks: Bite
+10 melee and 2 Claws +8 melee
Damage: Bite
1d4+3; Claw 1d4+3
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: vampiric touch
Special Qualities: Damage Reduction 10/+2, SR 7, crystal weakness, etherealness,
immunities, vampiric bond
Saves: Fort +6 (+1 Con, +5 natural), Ref +9 (+4
Dex, +5 natural), Will +8 (+3 Wis, +5 natural)
Abilities: Str 16, Dex 19, Con 13, Int 15, Wis 17, Cha 11
Skills: Bluff +6, Concentration +7, Hide +14,
Intimidate +5, Listen +9, Move Silently +13, Search +7, Spot
+9
Feats: Improved Initiative, Multiattack
Climate/Terrain: Any nighttime encounter
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 8-13 HD (Medium-size)
Description:
Night horrors are ruthless daomens, neutral fiends who prey upon the
weak, feeding their hunger for evil.
Most known and feared for their ability to create a bond to the
creatures they harm, they drain theses creatures’ life forces when the horror
needs it most.
Amorphous creatures of darkness, their
appearance is unmistakable to any who has heard the legends: shadow creatures of roughly humanoid
shape with long, thin hands and fingers ending in oozing claws and a maw filled
with jagged teeth.
Combat:
Night horrors are ruthless in combat, seeking only to drain the life
from their opponents. Every successful
attack brings renewed energy through its vampiric touch, and when that fails,
the night horror relies on the life force of its bonded creatures, of which it
has 1d3 at any given time.
Etherealness (Su): This functions as the spell etherealness
up to 3 times a day as cast by a 12th level sorcerer.
Immunities (Ex): Night horrors are immune to charm,
fear, paralysis, and sleep effects.
Vampiric Bond (Su): After a successful attack, a night
horror may forgo his Vampiric Touch to attempt a vampiric bond with the creature
attack. The creature receives a Will
save vs DC 10 + the night horror’s Will modifier to resist the vampiric bond.
At anytime thereafter, the night horror may choose to use his vampiric
touch ability on the bonded creature (no save) as long as the creature remains
on the same plane of existence. The bond remains in place until either the night
horror or the creature dies, or until removed by remove curse or similar
spell. The night horror can have no
more bonded creatures than his Wisdom modifier.
Vampiric Touch (Su): This functions as the spell vampiric
touch as cast by a 6th level sorcerer each time the Night Horror
makes a successful claw attack.
Crystal Weakness (Ex): Night horrors have a weakness
to crystal weapons. Attacks made with
weapons of pure crystal bypass the night horror’s damage reduction and deal
1 point of damage plus the attackers damage bonus.