|To Main Bestiary|
|Frederic Leighton (1830–1896) Title Light of the Harem|
Ancient texts claim that
Pale Night is the mother of Graz'zt, Lupercio, Zivorgian, and Vucarik in Chains.
If she is indeed the mother of Graz'zt, she would also be the grandmother of
Iuz, and possibly the mother of Rhyxali. Other texts make the bold claim that
the entire tanar'ri race is descended from her in some way. She speaks only
very rarely and has not confirmed any of this. The same source quotes that she
seems to have a mutual defense alliance with Baphomet.
Pale Night lives in a bone castle which sits on a vast plateau in the Endless Maze of Baphomet, on the 600th layer of the Abyss. She has a strong alliance with Baphomet, the Prince of Beasts, and has lived on his layer since long before he became a demon lord. They do not work together, but each will defend the other's home from assault. Pale Night's castle looks like a giant grasping hand and is guarded by ambulatory bones and appendages. She rarely leaves this castle. It is said that those who stumble into her domain become new guardians for it.
Pale Night also rules the
471st layer of the Abyss, called Androlynne. Long ago, by guile and trickery,
she manipulated the sense of concern the eladrin prince Ascodel, consort of
Queen Morwel, felt for his race's young to convince him to agree to a terrible
pact. The pact trapped a whole generation of eladrin children on her layer,
allowing Pale Night's forces to hunt them down one by one at her leisure. Since
then, the layer has become a battlefield between the forces of the demoness
and the celestials that have come to protect the young eladrins.
Worshippers of Pale Night are rare; most of them are malevolent spellcasters obsessed with creating new breeds of half-fiends to unleash on the world.
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
On this Thread
|Medium outsider (Chaotic, Cosmic, Evil, Incorporeal, Qlippoth)|
|Hit Dice||59d8 + 708 (1,180 hp)|
|Speed||Fly 100 ft. (perfect)|
|Armor Class||71 (+15 deflection, +14 Dexterity, +17 insight, +15 natural), touch 58, flat-footed 40|
|Attack||Dread touch +73 melee touch (9d6 plus 2d6 mental ability drain)|
|Full Attack||2 dread touches +73 melee touch (9d6 plus 2d6 mental ability drain)|
|Space/Reach||5 ft. /5 ft.|
|Special Attacks||Embrace, form of madness, spell-like abilities|
|Special Qualities||Damage reduction 40/epic, lawful and cold iron, Darkvision, evasion, fast healing 30, immunity to mind affecting and poison, material, resistance to acid 40, cold 40, electricity 40 and fire 40, shroud, Spell Resistance 54, unknowable, telepathy 1000 ft.|
|Saves||Fort +58, Ref +64, Will +67|
|Abilities||Strength 28, Dexterity 39, Constitution 34, Intelligence 35, Wisdom 44, Charisma 40|
|Skills||Bluff +77, Concentration +74, Diplomacy +64, Disguise +77 (+83 acting), Forgery +46, Gather Information +77, Hide +76, Intimidate +83, Knowledge (arcana) +74, Knowledge (history) +74, Knowledge (nature) +55, Knowledge (nobility and royalty) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +79, move silently +76, Perform (sing) +55, Search +50, Sense Motive +79, Spellcraft +80, Spot +79, Truespeak +74, Use Magic Device +77|
|Feats||Ability Focus (unknowable), Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative, Mobility, Quicken Spell-Like Ability (x3), Spring Attack, Whirlwind Attack|
|Epic Feats||Epic Ability Focus (unknowable), Epic Reflexes, Epic Will, Multispell-like (x2), Superior Initiative|
|Climate/Terrain||The Infinite Layers of the Abyss|
Dread Touch (Ex): Pale Night's touch deals 2d6 points of ability score drain to Intelligence, Wisdom and Charisma. It deals 9d6 normal damage. The normal damage is based on Charisma.
Embrace (Su): Pale Night can wrap her shroud around a creature as a standard action if she succeeds on a melee touch attack. If the creature fails a Will save (DC 54), it is placed in stasis as per temporal stasis. The creature is rendered utterly incorporeal, even to effects that typically affect such. Freedom, miracle or wish can restore the creature to life, if the caster succeeds on a caster level check (DC 58)
Form of Madness (Su): Those that attempt to see past Pale Night's shroud must make a Fortitude save (DC 54) or be struck dead. Success indicates the creature takes 1d4 points of drain to all of his ability scores and gains 1d4 negative levels. In either case, the knowledge of what they saw is wiped from their minds. As a full round action, Pale Night can suppress her shroud, causing all creatures within 100 feet to save against her true form. However, suppressing her shroud more than once per day inflicts 1d4 Constitution and Charisma damage to Pale Night, so she rarely uses this ability more often. Pale Night's true form is not a death effect and thus immunity to such does not protect one from its horror.
Spell-like Abilities: Always active detect law, freedom of movement, nondetection, true seeing;
at will astral projection, chaos hammer (DC 29), confusion (DC 29), desecrate, detect good, greater dispel magic, feeblemind (DC 30), imprisonment (DC 34), insanity (DC 32), magic jar (DC 30), nightmare (DC 30), programmed amnesia (DC 34), symbol of insanity (DC 32), telekinesis (DC 30), greater teleport, unhallow, word of chaos (DC 32)
Caster level 48th
Cosmic Entity: Pale Night has a +6 bonus to rank checks. She has a further +18 bonus to rank checks dealing with ability score drain, imprisonment, banishment and circumventing realm blocks. (Such as impeded spells, severed Astral links or forbiddance effects)
Material (Ex): Pale Night is capable of interacting with corporeal objects if she desires. She has a Strength score and natural armor but is still considered incorporeal for any attacks directed against her.
Shroud (Ex): Pale Night's shroud gives her concealment, which means weapons that cannot strike incorporeal creatures suffer a 70% miss chance and those that can suffer a 20% miss chance. While wrapped in her shroud, Pale Night gains a bonus on her saves equal to her Charisma modifier.
Unknowable (Ex): Beyond her nondetection, Pale Night maintains her secrecy more than any other demon prince. Any creature succeeding on a Gather Information or Research check regarding her with a DC higher than 40 must make a Will save (DC 60). Failure indicates that his mind refuses the insight and he suffers 1 point of Intelligence, Wisdom and Charisma drain. Pale Night is also alerted to any such occurrences and may take personal actions against the fool. Successful divinations also carry this consequence, including ones that do not directly target Pale Night, such as commune.
|To Main Bestiary|
The Worlds of Mankind is owned and created by Mark John Goodwin
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.