The Vorpal Tribble
2006-07-24, 02:28 PM
...Ive come to talk with you again,
Because a vision softly creeping,
Left its seeds while I was sleeping,
And the vision that was planted in my brain
Still remains
Within the sound of silence....
Dark Bedfellow
Medium Outsider (extraplanar)
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 dex, +5 natural)
Base Attack/Grapple: +5/+7
Attack: Bite +8 melee (1d8+2) or Slam +8 melee (1d6+2)
Full Attack: Bite +8 melee (1d8+2) and 2 slams +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Duskmusk, half-asleep, spell-like abilities
Special Qualities: Darkvision 120 ft., low-light vision, silent as shadow
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 14, Dex 16, Con 15, Int 17, Wis 11, Cha 19
Skills: Bluff +12, Diplomacy +12, Disguise +12, Escape Artist +11, Hide +11, Intimidate +12, Listen +8, Move Silently +11, Perform (oratory) +12, Search +11, Spot +8
Feats: Iron Will, Run, Weapon Finesse(B)
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Often True Neutral
Advancement: By character level
Level Adjustment: +2
In their natural form Dark Bedfellows appear as tall, slim humanoids covered in a thin layer of chitinous scales. These scales are arranged in curious patterns which blur every few moments with a slight billowing of dark mist to reform in a completely new design. The head is large and tear-drop shaped with a single enormous eye set in the middle. A toothy maw directly below it takes up the rest of the face, leaving no room for nose or ears. Behind the head hangs a fleshy cowl that drapes the shoulders. Their lean, athletic legs end in a pool of shifting shadows that grasps and melds with the surrounding darkness.
When a loved one has died or is far away their mates sleep uncomfortably. In the shadows of night as they toss and turn they may call out in the darkness... and sometimes it is answered. Dark bedfellows live on the edges of the plane of shadow that resonates psychically with dreaming beings, waiting for someone to curse or cry out in the darkness. They then appear beside their summoner, allowing them to reach out and gain comfort from them. These beings then slowly seduce the mate in the night by kind words and playing upon their emotional confusion until they have won their hearts and are willing to be whisked away into the dark to spend their lives with their dusky lover. If their efforts are resisted they grow angered and begin to terrorize the being until they are so cowed that they lose their objectivity and begin to truley think they love the creature.
They often have an aristocratic air, their words generally soft spoken and their actions gentle. They are easily insulted however and become overbearing and abusive to those that do not show the respect they feel is deserved.
Darkfellows weigh some 150 lbs. and tend to be around six and a half feet in height. They speak common and undercommon plus 3 additional languages that vary from individual to individual.
Combat
Dark bedfellows, though strong in combat, prefer to remain aloof from violence. They tend to use their peculiar pheromones to daze and blind while they sneak off. If forced or greatly insulted though they leap forward to tear and pummel.
Duskmusk (Ex): Three times per day a Dark Bedfellow may increase the potency of their strangely pleasant, though chokingly musky scent in an invisible cloud out to twenty feet that lasts for 1 round + Con mod. Those who breathe in this cloud find their sight fading and must succeed on a DC 14 fortitude save or become Blinded for 1d4 minutes. Creatures with the Scent ability take a -4 penalty on their save. The save DC is Consitution-based.
Half Asleep (Su): The scent of a Dark Bedfellow causes those nearby to sink into a comfortable, partially unconscious state. Those within 5 feet of the Dark Bedfellow must succeed on a DC 16 will save or become Dazed for as long as they are within range. Each time the victim sustains damage they may make another save to awake. Those who make the save remain unaffected until they are exposed to it for a second time. While Dazed the victims may percieve the Dark Bedfellow as their departed loved one and reguard everything they do or say in the best possible light as if under the Charm spell. This is a mind-affecting effect. The save DC is Charisma-based.
Silent As A Shadow (Ex): Shadows seem to deaden the sounds of the Dark Bedfellow's movements. In areas of dim illumination they gain a +4 insight bonus on move silently checks, and in areas of complete darkness or deep shadow their movements are completely silenced. In complete darkness they may also walk straight up walls and across ceilings as the Spider Climb spell.
Spell-like Abilities: At will - Detect Thought, Disguise Self; 1/day - Shadow Walk. Caster level 5th. The save DC is Charisma-based.
Because a vision softly creeping,
Left its seeds while I was sleeping,
And the vision that was planted in my brain
Still remains
Within the sound of silence....
Dark Bedfellow
Medium Outsider (extraplanar)
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 dex, +5 natural)
Base Attack/Grapple: +5/+7
Attack: Bite +8 melee (1d8+2) or Slam +8 melee (1d6+2)
Full Attack: Bite +8 melee (1d8+2) and 2 slams +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Duskmusk, half-asleep, spell-like abilities
Special Qualities: Darkvision 120 ft., low-light vision, silent as shadow
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 14, Dex 16, Con 15, Int 17, Wis 11, Cha 19
Skills: Bluff +12, Diplomacy +12, Disguise +12, Escape Artist +11, Hide +11, Intimidate +12, Listen +8, Move Silently +11, Perform (oratory) +12, Search +11, Spot +8
Feats: Iron Will, Run, Weapon Finesse(B)
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Often True Neutral
Advancement: By character level
Level Adjustment: +2
In their natural form Dark Bedfellows appear as tall, slim humanoids covered in a thin layer of chitinous scales. These scales are arranged in curious patterns which blur every few moments with a slight billowing of dark mist to reform in a completely new design. The head is large and tear-drop shaped with a single enormous eye set in the middle. A toothy maw directly below it takes up the rest of the face, leaving no room for nose or ears. Behind the head hangs a fleshy cowl that drapes the shoulders. Their lean, athletic legs end in a pool of shifting shadows that grasps and melds with the surrounding darkness.
When a loved one has died or is far away their mates sleep uncomfortably. In the shadows of night as they toss and turn they may call out in the darkness... and sometimes it is answered. Dark bedfellows live on the edges of the plane of shadow that resonates psychically with dreaming beings, waiting for someone to curse or cry out in the darkness. They then appear beside their summoner, allowing them to reach out and gain comfort from them. These beings then slowly seduce the mate in the night by kind words and playing upon their emotional confusion until they have won their hearts and are willing to be whisked away into the dark to spend their lives with their dusky lover. If their efforts are resisted they grow angered and begin to terrorize the being until they are so cowed that they lose their objectivity and begin to truley think they love the creature.
They often have an aristocratic air, their words generally soft spoken and their actions gentle. They are easily insulted however and become overbearing and abusive to those that do not show the respect they feel is deserved.
Darkfellows weigh some 150 lbs. and tend to be around six and a half feet in height. They speak common and undercommon plus 3 additional languages that vary from individual to individual.
Combat
Dark bedfellows, though strong in combat, prefer to remain aloof from violence. They tend to use their peculiar pheromones to daze and blind while they sneak off. If forced or greatly insulted though they leap forward to tear and pummel.
Duskmusk (Ex): Three times per day a Dark Bedfellow may increase the potency of their strangely pleasant, though chokingly musky scent in an invisible cloud out to twenty feet that lasts for 1 round + Con mod. Those who breathe in this cloud find their sight fading and must succeed on a DC 14 fortitude save or become Blinded for 1d4 minutes. Creatures with the Scent ability take a -4 penalty on their save. The save DC is Consitution-based.
Half Asleep (Su): The scent of a Dark Bedfellow causes those nearby to sink into a comfortable, partially unconscious state. Those within 5 feet of the Dark Bedfellow must succeed on a DC 16 will save or become Dazed for as long as they are within range. Each time the victim sustains damage they may make another save to awake. Those who make the save remain unaffected until they are exposed to it for a second time. While Dazed the victims may percieve the Dark Bedfellow as their departed loved one and reguard everything they do or say in the best possible light as if under the Charm spell. This is a mind-affecting effect. The save DC is Charisma-based.
Silent As A Shadow (Ex): Shadows seem to deaden the sounds of the Dark Bedfellow's movements. In areas of dim illumination they gain a +4 insight bonus on move silently checks, and in areas of complete darkness or deep shadow their movements are completely silenced. In complete darkness they may also walk straight up walls and across ceilings as the Spider Climb spell.
Spell-like Abilities: At will - Detect Thought, Disguise Self; 1/day - Shadow Walk. Caster level 5th. The save DC is Charisma-based.