Darkhood
by Luke Maximillian McCalMedium Undead
Hit Dice: 10d12
Initiative: +7 (+3 dex, +4 improved initiative)
Speed: 60 ft.
AC: 20 (+3 Dex, + 7 deflection)
Attacks: Touch +9 touch attack
Damage: Touch 1d4 + Fear
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Fear Gaze, Fear Touch
Special Qualities: Undead, Incorporeal, Damage Reduction 20 / +2
Saves: Fort +3, Ref +6, Will +7
Abilities: Str -, Dex 17, Con -, Int 14, Wis 15, Cha 17
Skills: Bluff +12, Intimidate +12, Hide +11*, Listen +10, Spot +10, Search +10
Feats: Blind Fighting, Improved Initiative, Weapon Focus(Touch)Climate/Terrain: Any/Subterranean, Ruins
Organisation: Solitary (1)
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral
Advancement: 11-15 HD(Medium Size)A creature of Pure fear, capable of instilling negative emotion in even the most powerful of adventurers, and quite fond of doing so. The Darkhood feeds off of fear, siphoning it from its victims maliciously.
Combat
Though not likely to destroy a party physically, a darkhood is quite capable of scattering and weakening adventurers. A darkhood relies on its gaze attack, using its touch only with the failure of the gaze. It will pursue victims until they lose consciousness or leave its territory. The darkhood itself cannot leave its territory.
Fear Gaze (Su): Causes opponents to become Frightened on an unsuccessful will save (DC 18), Shaken on a successful save. Range 100'. Gaze cannot be "turned off" by the darkhood. Each round of fleeing (when frightened or panicked) forces a will save (DC 18). Failure of the save causes 1d3 temporary constitution damage. Any individual reduced to 3 or less constitution becomes unconscious. The gaze is ineffective on the same target more than once in a 24 hour period.
Fear Touch(Su): The darkhood's touch has the same effects as its gaze, however the touch has no limit to its number of uses.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through and own attacks pass through armour. Always moves silently.