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Film of Night
Huge Ooze (Incorporeal) Hit Dice: 5d10+25 (72 hp) Initiative: +0 Speed: Fly 30 ft. AC: 9 (-2 size, +1 deflection), touch 9, flat-footed 9 Attacks: Incorporeal touch +1 melee Damage: Incorporeal touch ability drain Face/Reach: 10 ft. by 10 ft./10 ft. Special Attacks: Ability drain Special Qualities: Blindsight 60 ft., dark camouflage, incorporeal subtype, magical light vulnerability, ooze traits Saves: Fort +6, Ref +1, Will -4 Abilities: Str -- , Dex 10, Con 21, Int -- , Wis 1, Cha 1 Climate/Terrain: Any land and underground Organization: Solitary, pair, or pod (3-5) Challenge Rating: 7 Treasure: None Alignment: Always neutral evil Advancement Range: 6-10 HD (Huge); 11-15 HD (Gargantuan)
This creature is a field of pure darkness given awareness and hunger. It waits in lightless places to feed off the energy of nonplant living creatures.
Films of night appear only at night. During the day, they hide in the comforting darkness of underground. When they emerge, they float as a group in a circle at the periphery of each other's sensory range. When prey enters one ooze's range, that film of night moves toward it. The absence of a film of night alerts the others to move toward its last location.
Films of night are amorphous and can change their shape at will, but they usually travel in roughly cube-shaped blocks 10 feet on a side. Unlike most oozes, films of night travel in pairs, and sometimes in larger groups.
Combat:
Films of night employ no strategy. They simply float down from the trees toward any potential food and attempt to destroy it.
Blindsight (Ex): A film of night is blind, but its entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Ability Drain (Su): A film of night's incorporeal touch attack drains 1d6 points of Constitution and 1d6 points of Dexterity from its target.
Dark Camouflage (Ex): Because of a film of night's unique body type, it has full concealment in darkness. Any illumination reduces the concealment to three-quarters.
Incorporeal Subtype: A film of night can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms and has a 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missiles, and attacks made with ghost touch weapons). A film of night can pass through solid objects (but not force effects) at will, and its attacks ignore natural armor, armor, and shields (though deflection bonuses and force effects work normally). A film of night always moves silently (cannot be heard with Listen checks unless desired).
Light Weakness (Su): Magical light sources deal 1d6 points of damage per 10 feet of illumination to a film of night.
Ooze Traits: A film of night is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-influencing effects. It is not subject to critical hits or flanking.
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