THE DARK DREAM Medium Outsider (evil) (corrupted) (augmented outsider) Divine rank 10 Hit Dice: 20d8 Outsider + 20d6 (Bard) + 20d8 (Cleric) + 20d6 (Rogue) + 10d6 (Assassin)+ 900. Total: 1500 hp Initiative: +15 (8 Superior Initiative) Speed: 60ft AC: 62; natural 23, deflection 22; Flat footed 62, Touch 39 SR: 42 Attacks: base attack +20 epic bonus +46 Damage: 1d3+6 unarmed strike or by weapon Face/Reach: 5 ft by 5 ft Special Attacks: sneak attack +15d6, opportunist, crippling strike, sneak attack of opportunity, rebuke undead 25/day, stunning fist 22/day DC68, paralyzing strike, death attack DC 40, divine attacks, smite good 1/day, vile damage +40 (in all melee attacks) Special Qualities: improved evasion, defensive roll 3/day, trap sense +6, improved uncanny dodge, trapfinding, darkvision 60 ft, outsider traits, divine immunities, immune to acid, immune to poison, cold fire and electricity resistance 20, anathemic secrecy (immune to all divinations either spells or effects) Damage reduction 10/+3, enhanced power (+4 DC of any and all special attacks), Fast healing 10, telepathy (able to communicate with any creature within 100 ft with language) Saves: Fort +63, Ref +64, Will +66 +4 Vs poisons +6 Vs traps +4 vs dark speech uses Abilities: Str 23, Dex 25, Con 29, Int 50, Wis 28, Cha 54 Modifiers: +6 +7, +9, +20, +9, +22 SKILLS Appraise +24, Balance +10, Bluff +93, climb +, Craft (Caligraphy) +25, craft (alchemy) +45, craft (poisonmaking) +70, Concentration +21, Decipher script +43, Disguise +93, Diplomacy + 93, Escape artist +60, Forgery +93, Gather Information +93, Heal +30, Hide +93, Intimidate +93, Jump +24, Knowledge (arcane) + 25, Knowledge (history) +60, Knowledge (nobility) +25, Knowledge (planes) +75, Knowledge (religion)+25, Knowledge (nature) +10, Knowledge (dungeonering) +10, Knowledge (psionics) + 25, Knowledge (forbidden lore) +4, Lucid dreaming +60, Listen +93, Move Silently +93, Perform (sing) +93, perform (acting) +5, profession (Scribe) +25, profession (herbalist) +5, Search +93, Sense Motive +93, Spellcraft +93, sleight of hands + 50, Spot +93, (cc)Survival + 5, Swim +15, Tumble +45, Use psionic device +30, Use magic device +30, Ritual casting +25, use rope +20 SKILL TRICKS: Assume Quirk, Group Fake-Out, Social Recovery Timely Misdirection, Never Outnumbered Second Impression, Conceal Spellcasting, False Theurgy, Spot the Weak Point FEATS improved initiative, improved unarmed strike, combat expertise, improved feint, improved disarm, power attack, dark speech, eschew materials, vile spell, empower spell, silent spell, still spell, versatile unarmed strike, combat reflexes, telling blow, improved critical (unarmed strike), stunning fist, paralyzing strike,
versatile performer, melodic casting, savvy rogue, dream telling, oneiromancy, improved oneiromancy, quicken spell EPIC FEATS Epic casting, multispell, ignore material components, epic prowess, combat insight, epic poison crafter, superior initiative CORRUPTION Due to its corruption (see tome of horror) gains the following bonus feats: Divine metamagic (quicken), music of the gods, sneak attack of opportunity, dark whispers* But it has the following impediments on consequence: Skin thickens: +1 Natural armor, -2 dex based checks. Internal corruption: -2 Con. Jittered: If struck being flat footed, gets panicked. Unresponsive: -2 Wisdom (Already counted)
The dark plea, an entity of old, the most vile and liar tongue know to the multiverse it self. It’s the kind of being who nevers puts it self at risk, never faces openly since after all its easier to outwit your enemy, and more fun, than rather just a plain kill. This nameless enemy of all, has claimed being the author of the first whispers of evil to those celestial beings who first fought the havens and fall to a place that later will become known as “hell”. Whether this claim is true Asmodeus himself has mentioned a little about him, and almost always with a tone of grudge. As such sages guarantee that the dark plea is at least as old as Lucifer, first rule of the nine hells a now deposed power who waits a chance to reclaim his turf. The dark plea is virtually never seen unless he so wants, and is never seen wearing any obvious weapon or armor, neither any spell component at hand as to suspect, you could say that this humanoid, wearing dark clothes and hiding his features with some sort of cloak doesn’t look like a threat at all, he isn’t big or muscular, and all its achievements are accomplished with words, since telepathy just doesn’t let him do as he pleases … and to let him speak it’s the most dangerous mistake to commit. In its godly aspect, the Dark Plea is chaotic evil and a lesser deity which suits him well as he doesn’t like the attention at all, he works best in the shadow, divinity just happens to stumble upon him. Among his worshippers some also refer to it as the Mindbane, Dreamstalker, or Nightbirth. The Dark Plea is the patron of those who seek destruction or the dominion of others through manipulative dreams of atrocity. It is associated with the domains of Death, Psychic, and Nightmare. Its symbol is a tongue of black flame, and its worshippers depict it as a gruesome silhouette of terror, or alternatively, a tongue of black flame burning on a greatsword, which is its favored weapon.
COMBAT No know record of combat is easily come to be known from any encounter with the dark plea, however if it comes to that any sort of ambush is to be expected, whether is just hiding in some shadow or his liberal use of enchantment abilities you will almost always see him alone and using any disguise as not to be recognized at all. Encounters with the dark plea usually happen without knowing his presence at all and when known, well its too late Psychic Domain Granted Power: Gain +2 bonus to save DCs for all Psychic domain spells. Psychic Domain Spells 1 Charm Person. Makes one person your friend.
2 Detect Thoughts. Listen to surface thoughts. 3 Suggestion. Subject acts on suggestion. 4 Confusion. Makes subject act oddly for 1 round/level. 5 Dominate Person. Controls humanoid telepathically 6 True Seeing. See all things as they really are. 7 Mass Suggestion. As suggestion, plus 1 subject/level. 8 Discern Location. Exact location of creature or object. 9 Dominate Monster. As dominate person, but any creature.
Nightmare Domain Granted Power: Visit awful dreams upon a foe once per day. The cleric must succeed at a melee touch attack against a living creature (using the rules for touch spells).On a successful touch, roll 1d6 per cleric level. If the total equals at least the creature’s current hit points, it falls immediately into a nightmare-ridden sleep (as if subject to the effect of a sleep spell without the HD maximum). The sleeper suffers from tormenting dreams and takes 1 point of Constitution damage upon awakening. Nightmare Domain Spells 1 Sleep. Put 2d4 HD of creatures in comatose slumber. 2 Nightsnare. Put touched subject into comatose slumber. 3 Fear. Subjects within cone flee for 1 round/level. 4 Nightcrypt. Send sleeping subjects in area bodily into nightmare. 5 Dream. Send message to anyone sleeping. 6 Eyebite (Sleep). Sleep one subject/round. 7 Deathmare. Kills sleeping subjects in area, empowering caster. 8 Nightseed†. Subject slowly becomes monstrous. 9 Dream Resurrection†. Subject’s dream self attempts to resurrect waking body. Dark Whispers [Vile] By whispering foul utterances in the Dark Speech, you can drive your enemies insane. Prerequisite: Dark Speech. Benefit: In addition to the basic uses of the Dark Speech, you can whisper words of incredible wickedness to form grotesque visions in the minds of those who hear you. All living creatures within a 30-foot radius that can hear your words must make Will saves (DC 10 + 1/2 your character level + your Cha modifier). On a failure, creatures with fewer Hit Dice than you are staggered for 1d10 rounds; those with as many or more Hit Dice are confused for 1 round. This is a mind-affecting, supernatural effect. Whenever you use Dark Speech in this manner, you take 1 point of Charisma damage. Special: You gain a +2 circumstance bonus on saving throws made when someone uses the Dark Speech against you. This bonus stacks with the +4 circumstance bonus from Dark Speech. Special: If you cannot take ability damage, you cannot select this feat.