Blackbeast of Bedlam (CR 14)
Large Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always Chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 120 ft., low-light vision, scent, tremorsense 120 ft., and Listen +25
Languages: Abyssal, Common, Slaadi
AC: 26 (-1 size, +3 Dex, +14 natural) touch 12, flat-footed 23
Hit Dice: 15d8+75 (142); DR: 15/good and cold iron or lawful and cold iron iron
Fort +14, Ref +12, Will +14
Speed: 60 ft., climb 60 ft.; freedom of movement
Space: 10 ft./10 ft.
Base Attack +15; Grapple +25
Attack: 2 claws +20 melee and bite +18 melee
Damage: Claws 2d6+6 plus corporeal instability, bite 2d8+3 plus corporeal instability
Special Attacks/Actions: Breath weapon, damning darkness, screeching skull
Abilities: Str 23, Dex 17, Con 21, Int 16, Wis 16, Cha 16
Special Abilities: Spell-like Abilities (CL 15th, melee touch +20, ranged touch +17): 1/day - bestow curse (DC 17), enervation, greater invisibility, insanity (DC 20), nightmare (DC 20), phantasmal killer
Special Qualities: fast healing 5, Immune: critical hits, electricity, flanking, light-effects, mind-affecting effects, paralysis, petrification, poison, polymorph, sleep, sonic, stunning, Resist acid 10, fire 10, cold 10; SR 27, malleability, mockery
Feats: Blind Fight (B), Combat Reflexes, Dodge, Greater Spell Focus (illusion), Improved Initiative, Iron Will, Mobility, Multiattack(B), Spell Focus (illusion), Spring Attack
Skills: Balance +5, Bluff +21 (+29 to imitate another)*, Climb +22, Diplomacy +7, Disguise +21 (+23 to act in character)*, Escape Artist +11, Hide +17, Intimidate +23, Jump +28, Knowledge (religion) +21, Listen +25, Move Silently +21, Search +25, Sense Motive +21 Spot +2 Survival +3 (+5 when following tracks), and Tumble +29
Advancement: 16-22 HD (Large); 23-45 HD (Huge); or by character class; Favored Class fighter
Climate/Terrain: Any underground or the Planes of Chaos
Freedom of Movement (Su): A black beast of bedlam gains the benefit of a continuous freedom of movement effect, as the spell cast by a 15th-level cleric. If this effect is dispelled, the black beast can reactivate it as a free action.
Corporeal Instability (Su): A black beast of bedlam's natural attacks can trigger a terrible transformation in its targets. A living creature so struck must succeed on a DC 22 Fortitude save or become a spongy amorphous mass. Unless the victim manages to control the effect, its shape melts, flows, writhes, and boils. The save DC is Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried - armor, backpacks, and large shields, for example hamper more than help, reducing the victim's Dexterity score by 4 and applying double their normal armor check penalty. The target's base speed is reduced 10 feet or to one-quarter normal (whichever is worse), it cannot burrow or fly, and its climb and swim speeds are reduced by half. The victim cannot cast spells or use magic items. It attacks in a pain-induced and uncontrollable rage until no other creature it can see is left standing. Unable to distinguish friend from foe, it attack available targets at random, but in its blind rage it takes a -4 penalty on attack rolls and every attack has a 50% miss chance.
Each round the victim spends in an amorphous state, it takes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score falls to 0, it becomes a chaos beast. A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for bedlam beats with different Hit Dice or ability scores.) A success reestablishes the creature's normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Breath Weapon (Su): A black beast of bedlam has one kind of breath weapon: a 20 foot-radius cloud of poisonous vapor, as the cloudkill spell (DC 22). Once a black beast breathes, it can't breathe again until 1d4 rounds later. The save DC is Constitution based.
Damning Darkness(Sp): Once per day, as a standard action, a black beast of bedlam can create darkness, as the spell, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round they remain in the darkness and creatures neither good or evil take 1d6 points of damage while in the darkness. Creatures get no saving throw, nor does spell resistance apply. Damning darkness counts as a 4th-level spell effect and counters or dispels any light spell of 4th or lower level. The black beast uses this ability as a 15th-level sorcerer.
Screeching Skull (Ex): A black beast of bedlam retains the skull of its most recent victim as a grim trophy that floats around its shifting form. As a standard action, a black beast of bedlam can unleash a terrible screech through this skull that affects all living creatures other than outsiders within 60 feet. An affected creature must succeed on a DC 20 Will save or become panicked for 1d6 rounds and take 2 points of Wisdom damage. Once the black beast screeches, it cannot screech again for 1d4 rounds. The save DC is Charisma-based. This is a sonic, mind-affecting fear effect.
Malleability (Ex): No mortal magic can forcibly or permanently affect or fix a black beast of bedlam's form. A black beast has immunity to poison, sleep, paralysis, petrification, polymorph, and stunning effects. It is not subject to critical hits and, having no true front or back (even when it appears to have them), cannot be flanked.
Mockery (Ex): A black beast of bedlam can mimic animal cries and voices in any language and can make its voice to sound from anywhere within 30 feet. A black beast gains a +8 racial bonus on Bluff checks made to imitate another creature's voice.
Skills: Black beasts of bedlam receive a +4 racial bonus on Listen, Search, and Spot checks and a +8 racial bonus on Climb, Escape Artist, Jump, and Tumble checks.
Spawned from the madness of deities, black beasts of bedlam are creatures of betrayal, deceit, paranoia. slaughter, and treachery. They are often found wandering the planes of chaos, seeking to sow madness wherever they can.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.