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Night Horror (Daomen)

Medium-Size Outsider  (Evil)

Hit Dice: 7d6 (42)

Initiative: +8 (+4 Dex, +4 Improved 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.

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