Gloom |
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25d8+225 (337 hp) |
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+26 (+18 Dex, +8 Superior Initiative) |
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30 ft. |
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40 (+18 Dex, +12 insight), touch 40, flat-footed 22 |
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+25/+36 |
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+10 keen dagger of human dread +54 (1d4+21/17-20) melee |
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+10 keen dagger of human dread +54/+49/+44/+39 (1d4+21/17-20) melee |
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5 ft./5 ft. |
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Blindsight 60 ft., opportunist, quiescence, spell-like abilities, spell resistance 35, damage reduction 10/epic |
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Fort +17, Ref +32, Will +21 |
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Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30 |
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Bluff +38, Climb +39, Hide +46, Intimidate +38, Jump +39, Listen +35, Move Silently +66, Spot +35, Survival +35, Tumble +46 |
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Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Spring Attack, Weapon Finesse, Weapon Focus (dagger) |
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Epic Feats: |
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Any urban |
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Solitary |
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25 |
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Nonstandard (just its dagger) |
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Usually lawful evil |
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25+ HD (Medium-size) |
In the hand of any other creature but a gloom, the dagger is a +5 keen dagger.
A gloom's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Fear Gaze (Su): Viewing the gloom's face inspires terror. Creatures that meet the gloom's gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.
Sneak Attack (Ex): A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra Damage.
Quiescence (Su): A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will.
Spell-Like Abilities: At will-shadow walk; 3/day- true strike. Caster level 20th; save DC 20 + spell level. The DC is Charisma-based.