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Created By
SteveAce89 (talk)
Date Created: 6-8-10
Status: Complete
Editing: Please feel free to edit constructively!
Dusk
Dusk
Size/Type: Small Outsider (Extraplanar)
Hit Dice: 2d6+10 (16 hp)
Initiative: +1
Speed: 50ft.
Armor Class: 16, touch 13, flat-footed 13
Base Attack/Grapple: 0/0
Attack: Whip-Like Arms +3 Melee (1d2x3)/Slash
Full Attack: Two Whip-Like Arms +6 Melee (2d2x3)/Slash
Space/Reach: 5ft./5ft.
Special Attacks: none
Special Qualities: Darkvision 60 ft., Low-light Vision, Immunity to Poison and Acid
Saves: Fort +3, Ref +1, Will -2
Abilities: Str 10, Dex 12, Con 17, Int 13, Wis 6, Cha 4
Skills: Balance+4, Escape Artist +6, Intimidate+2, Knowledge(The Planes) +2, Tumble +4
Feats: Dodge, Mobility, Weapon Finesse
Environment: The Plane of Shadows
Organization: Hunting Party (4-5) or Scouting Party (3)
Challenge Rating: 1
Treasure: None
Alignment: NE
Advancement: 3-4 HD (Medium)
Level Adjustment: -


You see being with a thin, sinuous body that is extremely flexible. It has a large, cylindrical head with a flat top that is emblazoned with the a strange symbol. Its body seems to be covered in a light grey jumpsuit, and its "mouth" is actually a zipper that undoes itself to reveal its actual, grey, sharp-toothed mouth underneath.

The Dusk is a low-ranking Nobody. They are one of the only types of Nobody known to be able to speak, and are used by Organization XIII for simple recon and courier operations. Other Nobodies can even be transformed into Dusks as an extreme form of punishment. The Dusk's name refers to the period of time when the sun begins to set and twilight begins to set in. This emphasizes how Nobodies are neither beings of Light, nor Dark, but are closer to the Darkness.

Combat

Dusks are fairly weak and require little strategy, but can be a bit troublesome in large groups, especially when paired with the Creeper Nobody. They mainly float around the battlefield, or walk on some unseen ceiling to try and dazzle their foes, waiting for the perfect opportunity to strike.


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