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|Editing:||Spelling and Grammar only|
|Size/Type:||Medium Outsider (Evil)|
|Hit Dice:||14d8+42+14 (119 hp)|
|Initiative:||+4 (+4 Dex)|
|Speed:||fly 30 ft. (average)|
|Armor Class:||21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17|
|Attack:||Unarmed strike +15 melee (1d4+1 nonlethal) or thrown acid flask +18 ranged touch (1d6 acid)|
|Full Attack:||Unarmed strike +15/+10/+5 melee (1d4+1 nonlethal) or thrown acid flask +18/+13/+8 ranged touch (1d6 acid)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Dark Void, Dream Eater, Fling, Nightmare|
|Special Qualities:||Spell-like Abilities, Psychic Immunity|
|Saves:||Fort +12, Ref +13, Will +11|
|Abilities:||Str 12, Dex 19, Con 16, Int 17, Wis 14, Cha 25|
|Feats:||Dodge, Ability Focus (Dark Void), Stealthy, Improved Toughness, Sudden Ability Focus|
Description::A ragged creature, all black except for what looks like a shock of white hair and a massive red jaw, hovers around you. In the back of your mind, what remains of your dreams are twisted and maligned into nightmares of horror.
Dark Void (Su): Once per 5 rounds, as a standard action, Darkrai can create a vortex of empty nothingness. All within 50 feet of Darkrai must make a Will save (DC 26) or fall into a deep slumber for one minute. Those who fail but are immune to sleep become blinded and cowered for the duration, and must make another save in three rounds time or fall comatose.
Dream Eater (Su): As a full-round action at will, Darkrai may eat the dreams of an adjacent sleeping living creature. This is considered a coup de grace, dealing 1d6 points of damage per 2 HD, and forcing the target to make a Fort save (DC = damage dealt) or fall into a permanent Coma, their Wis, Int and Cha all dropping to zero. This heals Darkrai of damage equal to that dealt, or completely restores all HP, ability damage/drain, negative levels, poison, disease and other effects if the target fails the save.
A victim can be released from the coma with a wish, miracle or break enchantment effect. It restores their Int, Wis and Cha to 1, and they return as normal. Until completely restored, they are always shaken, and suffer the nightmare spell whenever they sleep.
Fling (Ex): As a standard action, Darkrai may draw a thrown weapon, make a Bluff check (+24) to feint against a target within 30 feet, and throw the item. If they are caught flat-footed, it deals +7d6 sneak attack damage.
Nightmare (Su): All sleeping living creatures within 30 feet of Darkrai suffer from terrifying nightmares. Every round they must make a DC 24 Will save or take 1d6 points of nonlethal damage. If their nonlethal damage is at least their HP, they instead take 1 point of Wisdom damage on a failed save.
Darkrai can, if for whatever reason it feels like doing so, elect to suppress this ability, or even to grant immunity to Nightmare spells (and natural nightmares) to those in the area.
Spell-like Abilities (Sp): At will: shadow ball (as fireball, but all damage is negative energy damage), shadow evocation, fear, nightmare, dream sight, restful slumber, dream walk, manifest desire, manifest nightmare, chain of sorrow, dreaming puppet; 1/day: mindrape, dominate monster, final rebuke. Caster level equals hit dice, and the Save DCs is 10 + Spell Level + Darkrai’s Charisma modifier.
- The sample Darkrai has a caster level of 14 and save DC of 17 + spell level.
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