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Subject Item
n2:
rdfs:label
Darkrai (3.5e Monster)
rdfs:comment
Dark Void (Su): Once per 5 rounds, as a standard action, Darkrai can create a vortex of empty nothingness. All within 50 feet of Darkrai must make a Will save (DC 26) or fall into a deep slumber for one minute. Those who fail but are immune to sleep become blinded and cowered for the duration, and must make another save in three rounds time or fall comatose. Fling (Ex): As a standard action, Darkrai may draw a thrown weapon, make a Bluff check (+24) to feint against a target within 30 feet, and throw the item. If they are caught flat-footed, it deals +7d6 sneak attack damage.
dcterms:subject
n37: n43: n44: n55:
n25:
Koumei
n48:
Unarmed strike +15/+10/+5 melee or thrown acid flask +18/+13/+8 ranged touch
n17:
+11
n14:
+12
n52:
Evil
n46:
19
n33:
Dodge, Ability Focus , Stealthy, Improved Toughness, Sudden Ability Focus
n32:
+4
n6:
12
n3:
21
n4:
25
n58:
+15
n31:
15
n26:
+14
n53:
Quantumboost
n45:
Darkrai
n34:
[[#Spell-like Abilities
n49:
Haunted houses
n42:
14
n10:wikiPageUsesTemplate
n11: n16: n20: n30: n39:
n8:
Standard
n50:
Bluff +24
n21:
fly 30 ft.
n22:
Spelling and Grammar only
n38:
Complete
n47:
Solitary
n24:
Outsider
n27:
10
n23:
Usually Evil
n5:
16
n9:
17
n35:
Unarmed strike +15 melee or thrown acid flask +18 ranged touch
n41:
5
n51:
14
n7:
14
n57:
21
n15:
5
n56:
2010-02-04
n54:
17
n13:
119
n29:
250
n12:
[[#Dark Void
n28:
+13
n40:
Medium
n18:abstract
Dark Void (Su): Once per 5 rounds, as a standard action, Darkrai can create a vortex of empty nothingness. All within 50 feet of Darkrai must make a Will save (DC 26) or fall into a deep slumber for one minute. Those who fail but are immune to sleep become blinded and cowered for the duration, and must make another save in three rounds time or fall comatose. Dream Eater (Su): As a full-round action at will, Darkrai may eat the dreams of an adjacent sleeping living creature. This is considered a coup de grace, dealing 1d6 points of damage per 2 HD, and forcing the target to make a Fort save (DC = damage dealt) or fall into a permanent Coma, their Wis, Int and Cha all dropping to zero. This heals Darkrai of damage equal to that dealt, or completely restores all HP, ability damage/drain, negative levels, poison, disease and other effects if the target fails the save. A victim can be released from the coma with a wish, miracle or break enchantment effect. It restores their Int, Wis and Cha to 1, and they return as normal. Until completely restored, they are always shaken, and suffer the nightmare spell whenever they sleep. Fling (Ex): As a standard action, Darkrai may draw a thrown weapon, make a Bluff check (+24) to feint against a target within 30 feet, and throw the item. If they are caught flat-footed, it deals +7d6 sneak attack damage. Nightmare (Su): All sleeping living creatures within 30 feet of Darkrai suffer from terrifying nightmares. Every round they must make a DC 24 Will save or take 1d6 points of nonlethal damage. If their nonlethal damage is at least their HP, they instead take 1 point of Wisdom damage on a failed save. Failing even one save causes the victim to wake up fatigued and shaken. Darkrai can, if for whatever reason it feels like doing so, elect to suppress this ability, or even to grant immunity to Nightmare spells (and natural nightmares) to those in the area. Spell-like Abilities (Sp): At will: shadow ball (as fireball, but all damage is negative energy damage), shadow evocation, fear, nightmare, dream sight, restful slumber, dream walk, manifest desire, manifest nightmare, chain of sorrow, dreaming puppet; 1/day: mindrape, dominate monster, final rebuke. Caster level equals hit dice, and the Save DCs is 10 + Spell Level + Darkrai’s Charisma modifier. The sample Darkrai has a caster level of 14 and save DC of 17 + spell level. Immunity to Psionics (Ex): Darkrai is completely immune to psionic or psychic abilities. It also gains Spell Resistance 12+HD against enchantments and mind-affecting effects.