MONSTERS
CHAPTER 8:
time they attempt to flee into their tunnels. If a foe is obviously hurt and retreating, they may venture from their burrow to pursue the fleeing meal. Brain moles generally do not attack nonpsionic creatures. Psionics (Sp): At will—burst, detect psionics, and distract. These abilities are as the powers manifested by a 10th-level psion. Attack/Defense Modes (Sp): At will—mind thrust/empty mind. Disease (Ex): Cascade flu—bite; Fortitude save (DC 13), incubation period one day, damage psionic cascade. Every time the afflicted character manifests a power, she must make a Concentration check (DC 16). On a failed check, a psionic cascade is triggered (see Psionic Disease in Chapter 4: Psionics). Skills: *A brain mole receives a +10 cover bonus on Hide checks when in its burrow.
CALLER IN DARKNESS Large Undead (Incorporeal) Hit Dice: 11d12 (71 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 30 ft., fly 60 ft. (good) AC: 14 (-1 size, +3 Dex, +2 deflection) Attacks: 4 incorporeal touches +7 melee Damage: Incorporeal touch 2d6 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Steal essence, psionics Special Qualities: Undead, incorporeal, +2 turn resistance, psionics, unnatural aura, daylight powerlessness Saves: Fort +3, Ref +6, Will +9 Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15 Skills: Hide +13, Intimidate +12, Intuit Direction +6, Listen +12, Search +12, Sense Motive +8, Spot +12 Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Mental Adversary Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always chaotic evil Advancement: 12-18 HD (Huge); 19-26 HD (Gargantuan) A caller in darkness is an incorporeal creature comprising the minds of dozens or more victims who died together in terror. It seeks to draw others into its fear-wracked, hellish existence. From a distance, a caller appears as a bank, column, or swirling vortex of mist, but within 30 feet or less, dozens of silently screaming humanoid faces are discernible in its form. Callers in darkness do not speak.
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COMBAT All creatures fear incorporation into the undead fog of a caller in darkness. Those who lose their lives to the horror are doomed to share its endless misery. Steal Essence (Su): Any intelligent creature slain by a caller in darkness is mentally absorbed into the monster's consciousness within 1d4 rounds (the physical body of the victim remains intact). A caller can also absorb the essence of a creature whose ability score in any mental attribute (Int, Wis, or Cha) it has reduced to 0 through psionic combat; it need not first eliminate the downed creature’s Constitution. Stealing a being’s essence grants the caller 12 temporary hit points, and a permanent new screaming face appears within its cloud. Psionics (Sp): At will— clairaudience/clairvoyance, detect psionics, fatal attraction, mass concussion, and suggestion. These abilities are as the powers manifested by an 18th-level psion. Attack/Defense Modes (Sp): At will—all/all. Undead: Immune to mindinfluencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage (except by psionic combat), energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better psionic weapons, or psionics, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a caller in darkness at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Daylight Powerlessness (Ex): Callers in darkness are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A caller caught in sunlight cannot attack and can take only partial actions.