Pale Night, the Mother of Demons (CR 21)
Medium Outsider (Chaotic, Evil, Extraplanar, Obyrith, and Incorporeal)
Alignment: Chaotic evil
Initiative: +18(+14 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., true seeing, and Spot +36
Languages: Abyssal, Common; telepathy 100 ft.
AC: 36 (+14 Dex, + 12 deflection), touch 36, flat-footed 22
Hit Dice: 24d8+264 (372 hp); DR: 20/cold iron and lawful
Fort +25, Ref +28, Will +23
Speed: Fly 80 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +24; Grapple -
Attack: Melee: incorporeal touch +38
Damage: incorporeal touch 2d6 Cha drain
Special Attacks/Actions: embrace, truth beyond the veil
Attack Options: Combat Expertise, Spring Attack, Whirlwind Attack
Abilities: Str -, Dex 38, Con 32, Int 25, Wis 28, Cha 35
Special Abilities: Spell-Like Abilities (CL 20th): At will - astral projection, confusion (DC 26), desecrate, detect good, detect law, greater dispel magic, greater teleport, magic jar (DC 27), telekinesis (DC 27), unhallow, unholy blight (DC 26)
3/day - quickened confusion (DC 26), insanity (DC 29), symbol of insanity (DC 29)
1/day - imprisonment (DC 30)
Special Qualities: incorporeal, obyrith traits, fast healing 10; Immunities: mind-affecting spells and abilities, poison; Resist: acid 10, cold 10, electricity 10, fire 10; SR 32
Feats: Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Improved Initiative, Mobility, Spring Attack, Quicken Spell-Like Ability (confusion), Whirlwind Attack,
Skills: Bluff+39, Concentration +38, Diplomacy +47, Hide +41, Intimidate +41, Knowledge (arcana) +34, Knowledge (nobility and royalty) +34, Knowledge (the planes) +34, Perform +39 (song) +39, Search +34, Sense Motive +36, Spellcraft +36, Spot +36, and Use Magic Device +39
Climate/Terrain: The Abyss (600th layer)
Fiendish Codex I
Charisma Drain (Su): Pale Night causes 2d6 points of Charisma drain each time she hits with her incorporeal touch attack. On each such successful attack, she gains 5 temporary hit points.
Embrace (Su): As a standard action up to three times a day, Pale Night can try to embrace a Large or smaller creature by wrapping a portion of her shroud around the creature's body. She must succeed on a melee touch attack to hit, at which point the target must attempt a DC 34 Fortitude save. Success indicates the victim is stunned for 1 round. Failure indicates the victim is placed in stasis, as the spell temporal stasis. As long as this effect persists, the victim's form appears faint and insubstantial, with details obscured by a gently billowing diaphanous shroud. Creatures and objects can pass through the victim as if he weren't there. This condition cannot be dispelled, but freedom, miracle, and wish can restore the victim to life. The save DC is Charisma-based.
Truth Beyond the Veil (Su): Pale Night's true form is disguised by her shroud, which gives her a soft, feminine shape. As a result, she does not possess a typical obyrith form of madness. Pale Night's true form is one of such unimaginable horror that reality itself refuses to accept it. Anyone who attempts to part the shroud to get a better look at the Mother of Demons must attempt a DC 34 Fortitude save. Success indicates that the creature's mind simply fails to process what it sees before a new shroud automatically wraps around her incorporeal body. Failure indicates that for a brief moment, the character views the truth, and is immediately slain. Once per day, Pale Night can suppress her shroud as a full-round action. This forces every creature within 30 feet to succeed on a DC 34 Fortitude save to avoid death. Those who are restored to life retain no memories of what it was they saw beyond the veil. This is a fear and death effect that does not affect chaotic evil outsiders. The Save DC is Charisma-based.
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.
The strange and horrific Obyriths are primeval demons from eons past. They wrought chaos and evil upon the multiverse before the advent of intelligent life on the Material Plane. Their forms are hideous to behold, rarely if ever incorporating elements possessed by mortal creatures. Obyriths dwell only in the most remote corners of the Abyss. Their kind has been in decline since the rise of the tanar'ri in the Abyss, although a few tenacious examples continue to make their presence known on key layers.
Traits: An obyrith has the following traits (unless otherwise noted in a creature's entry).
- Immunity to poison and mind-affecting spells and abilities.
- Resistance to acid 10, cold 10, electricity 10, and fire 10.
- Fast Healing: All obyriths have fast healing; the exact amount is indicated in the specific creature's entry.
- Form of Madness (Sp): Obyriths appear in forms so noxious and horrific that those within 60 feet of an obyrith who observe it are subject to madness. When a creature first encounters an obyrith, it must attempt a Will save (DC 10 + 1/2 the obyrith's HD + the obyrith's Cha modifier). Failure indicates that the victim is afflicted with some permanent form of madness or insanity. The kind of malady and its duration depends on the obyrith. A creature that makes a saving throw against an obyrith's form of madness is immune to that particular effect for 24 hours. Blindness is no protection against an obyrith's form of madness - their presence is an affront to all five senses. This is a mind-affecting ability. Chaotic evil outsiders are immune to an obyrith's form of madness. The insanity caused by an obyrith's form of madness ability is permanent in most cases, but can be removed by greater restoration, heal, limited wish, miracle, or wish.
- True Seeing (Su): An obyrith is under the constant effect of true seeing. This effect cannot be dispelled.
Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.
An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).
Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.