Buugipopuu
First Post
Specifying that creatures with no strength score can't gain VSCs is pointless, since VSCs are determined by Str.
I'd be wary about special rules for low-density creatures, one you start saying things like "because of physics, people with Subtle Body don't have mass", there are a lot of mechanics which would be changed by that. You don't want them blowing away to a minimum-caster level use of Gust of Wind. It's actually simpler to say that it negates your gravitational mass while leaving your inertial mass the same. D&D doesn't have relativity (Superluminal wouldn't work if it did), and gravity manipulation is possible without fantastic quantities of energy, so we already know that our concept of mass isn't the same as theirs.
The Grey Gloom (as opposed to merely a grey gloom) is seemingly contradictory being. Dedicated to destroying evil, it has no permanent base of operations and chooses to wander the Planes in search of wrongs to right. Its methods are very far from what one would consider typical for a warrior of good, but its results are unquestionable. For some reason it is also a champion of love, a strange concept for a horrifying monstrosity that appears out of nowhere and stabs people in the face, but its influence has prevented many heroes from sliding into the path of evil as a result of heartbreak or the death of a lover, usually common causes of a change of alignment. The two emotions it embodies, love and fear are possibly the two most intense most humanoids ever experience, yet the Grey Gloom itself is as cold and unflinching as its title and faceless appearance would suggest. Lacking any language (it is reluctant to even communicate in sign language), it prefers to let its actions do the talking, mainly by executing any evil beings it believes are getting too powerful for other forces to keep them in check, or or to deal with those who have manipulated others with love or lust for evil ends, or have become twisted due to such manipulations. Alabaster is unsurprisingly a prime target, given his history and current unstable nature.
[SBLOCK]Half-Celestial Advanced Grey Gloom Greater Deity of Love and Fear
Size/Type: Medium Outsider (3 VSCs, Augmented Monstrous Humanoid)
Hit Dice: 120d100+4,200 x4 greater deity (64,800 hp, 66,240 buffed)
Initiative: +71 (+47 Dex, +8 Superior Initiative, +16 divine), Sixth Sense, Perfect
Speed: 280 ft. (310 ft. buffed), Fly 560 ft. (good, 590 ft. buffed)
Armor Class: 350 (+47 Dex, +36 insight, +62 armour, +31 natural, +16 divine, +100 deflection, +47 Dodge, +16 luck), 272 touch, 293 flat-footed, epic dodge, +16 competence vs frightened
Base Attack/Grapple: +120/+164
Attack: Shadow of Infinite Pain +319 melee (3d4+85/19-20/x4) (3d4+285 buffed) +16 competence to attack and damage vs frightened
Full Attack: Shadow of Infinite Pain +319/+314/+309/+304 melee (3d4+85/19-20/x4) (3d4+285 buffed) and Headsman's Sword +319/+314/+309/+304 melee (6d8+85/13-20/x4) (6d8+285 buffed)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear gaze, divine sneak attack +46d12, maximised plus Cozen, drain colour, smite non-chaotic good (19/day, +100 attack, +240 damage, +8 on turning checks), smite non-chaotic good (1/day, +80 damage), turn undead (as 74th level cleric, 103/day, Divine Might (+Cha to damage for 1 round) Epic Divine Might (+2*Cha to damage for Cha rounds), Epic Divine Vigour (+6 sacred to Con and +30 ft. speed for Cha minutes)), Chaos Devotion (+1d10 to attack or AC each round for 1 minute, 1/day, spend 3 turn attempts for extra use), Travel Devotion (move as a swift action 1/day, spend 2 turn attempts for extra use), spells
Special Qualities: Blindsight 600 ft., darkvision 630 ft., opportunist, spell-like abilities, SR 146, DR 40/epic, 3/-, Improbable Equipment, Greylight, trapfinding, improved evasion, trap sense +20, improved uncanny dodge, defensive roll, slippery mind, Integrated class features, aura of resolve, aura of good, lay on hands (12,000 healing), divine health, Camouflage, Earth Glide, Divine Grace, Immortality, Divine Immunities, Godly Realm, Grant Spells, Divine Senses, Shaky Morale, Immune to Fear, disease, Cha Damage, Cha Drain and Morale Bonuses, Superior Summoning (Fear), Wise Brethren, Instrument of Terror and Love, Charismatic Soul, Terrifying Soul (Regeneration 160), Acid, Cold, Electricity Resistance 10
Saves: Fort +313 (+316 buffed, +4 racial vs poison), Ref +325, Will +303 (+376 vs mind-affecting effects) (-16 vs enchantment)
Abilities: Str 66, Dex 104, Con 80 (86 buffed), Int 74, Wis 60, Cha 210
Skills: Maven, Rogue/Paladin Class Skills at 139+Synergy+Ability Score, all other skills at 77+Synergy+Ability Score, Hide +328, Move Silently +208, +2 Circumstance to Balance, Climb, Jump, +2 Spot, Listen
Feats: Dodge, Improved Initiative, Improved Critical (kukri), Weapon Finesse, Weapon Focus (kukri), Oversized Two-Weapon Fighting, Two Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Uncanny Two-Weapon Fighting, Ability Focus (Fear Gaze, Greylight), Irresistible Gaze, Skill Focus (Hide), Power Attack, Divine Might, Divine Vigour, Chaos Devotion, Travel Devotion, Neraph Charge, Staggering Strike, Alertness, Combat Expertise, Dark Stalker, Awesome Smite
Epic Feats: Sneak Attack of Opportunity, Superior Initiative, Heavy Armour Mastery, Perfect Two-Weapon Fighting, Two Weapon Mastery, Epic Skill Focus(hide), Two-Weapon Rend, Spectral Strike, Dire Charge, Epic Dodge, Improved Dodge, Supreme Dodge, Weapon Abatement, Epic Divine Might, Epic Divine Vigour, Light Eradication, Telling Blow, Force of Personality, Sixth Sense, Blinding Speed, Combat Mastery, Improved Combat Expertise, Greater Critical (Kukri), Improved Critical Multiplier (Kukri), Improved Finesse, Great Smiting, Extra Smite x3, Improved Sneak Attack x16
Divine Abilities: Uncanny Withering (Str.) Mastery, Uncanny Withering (Cha.) Mastery, Cozen, Celerity, Divine Sneak Attack, Heavenly Spirit, Heavenly Mind, Learned Spell Immunity, Perfect Initiative, Spell Abatement, Uncanny Dodge, Anyfeat, Moderate Eradication, Superior Critical, Threatening Critical, Greater Critical Multiplier, Seventh Sense, Sacred Lord, Heavenly Body, Heavenly Soul, Superior Smiting, Superior Sneak Attack x3, Sure Handed, Perfect Sneak Attack
Cosmic Abilities: Legendary Charisma, Daunting Soul, Uncanny Smiting, Cosmic Toughness
Challenge Rating: 133
Treasure: Nonstandard (just its dagger, sword and armour)
Alignment:Chaotic good.
Advancement: 121-225 HD (Medium)
In the hand of any other creature but a gloom, the grey gloom's weapons are only +5 ghost touch weapons. A grey gloom will never threaten to stab you, and in fact cannot speak.
A gloom’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Grey Plate: A Grey Gloom wears a suit of +20 ghost touch battle plate of heavy fortification constructed from 0.024% Orichalcum. It causes the wearer to blend into the background and blurs their outline, granting a +105 competence bonus on Hide checks The helmet lacks eyeholes, and so blinds any creature with eyes that wears it, and imposes a -4 penalty to listen to creatures that wear it, however viewing the faceplate is equivalent to viewing a grey gloom's face for the purposes of its Fear Gaze ability. It also grants the Cosmic Toughness cosmic ability.
Countenance of Horrific Beauty: The faceplate of this particular suit of Grey Plate always takes the appearance of the face of the onlooker's ideal of beauty, yet subtly twisted to appear wrong in ways that are impossible to describe (this is a mind-affecting fear effect). It grants the wearer the Legendary Charisma and Daunting Soul cosmic ability, allows the enhancement bonus of the attached suit of armour apply to the DCs of the wearer's Fear abilities, grants the Heavenly Body and Heavenly Soul Divine Abilities, provides a +6 enhancement bonus to all ability scores, and doubles the radius of the wearer's Greylight
Shadow of Infinite Pain: The Shadow of Infinite Pain is a +35 0.024% Orichalcum Ghost Touch Kukri. Legend has it that it is an incomplete version of an artefact called the Dagger of Infinite Pain, which converts any creature to an Atata with the merest touch. Fortunately, that frightening ability seems to not be currently possessed by the dagger. It grants the abilities Superior Sneak Attack x3, Sure Handed, Perfect Sneak Attack and Improved Sneak Attack x16
Headsman's Sword: The Headsman's Sword is a Large +35 0.024% Orichalcum Ghost Touch Bastard Sword, which can nonetheless be wielded by a Medium creature without penalty. Its has a square profile, and crackles with grey lightning. It grants the Great Smiting, Awesome Smite, Extra Smite x3, Superior Smiting and Uncanny Smiting abilities.
Fear Gaze (Su)
Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 226) or suffer the effects of a fear spell as cast by a 136th-level caster. The DC is Charisma-based.
Spells
Caster level 136th, Save DC 67+Spell Level, Spells Per Day: 11/10/10/10
Integrated Class Features (Ex)
A grey gloom has the class features (other than Epic bonus feats) of a Rogue and a Paladin of Freedom (Underdark Knight Variant) of half its HD (60, in this case). Its rogue abilities are opportunist, defensive roll, slippery mind and improved evasion. The caster level for its Paladin spells is equal to half its HD, and it automatically receives the benefit of the Silent Spell metamagic feat when casting Paladin spells without any adjustment to the spell's level.
Drain Colour (Su)
A creature that takes damage from a grey gloom's sneak attack ability while illuminated by greylight has its colour permanently drained away. The penalties inflicted to drained creatures by greylight are doubled, and it is always considered illuminated by greylight. A limited wish spell (or better) reverses this effect. A Grey Gloom recovers 5 hitpoints every time it successfully drains colour.
Camouflage (Ex)
A Grey Gloom is skilled at hiding in the lighting conditions imposed by its Greylight ability. While illuminated in Greylight, or in otherwise grey surroundings, a Grey Gloom receives a +8 Racial bonus on Hide checks, and may attempt to make Hide checks even while being observed (as the Hide in Plain Sight ability).
Improbable Equipment (Ex)
A grey gloom is not hindered by its oversized off-hand weapon or heavy armour, and receives Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Mastery, Uncanny Two-Weapon Fighting, Oversized Two-Weapon Fighting and Heavy Armour Mastery as bonus feats, may treat a Bastard Sword as a light weapon whenever it would be advantageous, and treats Battle Plate as light armour whenever it would be advantageous. In addition, a Grey Gloom may treat a kukri as a bastard sword or vice-versa for the purpose of qualifying for abilities, and may apply any abilities which apply to one to both.
Greylight (Su)
A grey gloom emanates a strange grey radiance from its body, which extends to Close range (650 feet), and seems to turn everything it touches monochrome. Anything illuminated by greylight is affected as though within the area of a silence spell, however any effect which blocks light (including magical darkness) blocks grey light. Unlike a Gloom's Quiescence ability, a Grey Gloom may not lower this ability. Even if all the illumination is blocked (such as when the Grey Gloom is in the area of a Darkness spell, it still gains a +20 bonus to Move Silently checks, as it is always considered to illuminate itself)
In addition to the effects of silence, areas illuminated with greylight are always considered in shadowy illumination, (magical light overrides the illumination changes, but not any other effects of greylight), and the area is filled with a grainy haze which imposes a -2 penalty on all spot checks upon all creatures with eyes, and all distance penalties to Spot checks are doubled within this area. A Grey Gloom can see anything illuminated by greylight as if it were within the radius of its Blindsight ability, regardless of the actual distance involved.
Everything illuminated by greylight appears to be completely monochrome, and low-contrast, prismatic effects and other effects which function using colour (including, but not limited to colour spray, hypnotic pattern and scintillating pattern) have no effect while illuminated by greylight. The effects come into being and can be identified as normal, but simply do not do anything. Should the illumination be blocked, their normal effects resume. Text becomes difficult to read, and all Decipher Script have their DCs increased by +4 within the area of illumination, and casting a spell from a scroll requires a Use Magic Device check with a DC equal to 15 + spell level, and all other Use Magic Device checks involving scrolls have their DCs increased by +5.
Finally, creatures illuminated by greylight become lethargic and apathetic, and must make a Will save (DC 204) every round or take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for the remainder of the round, this is a mind-affecting effect.
Spell-Like Abilities
At will— shadow walk, true strike, crushing despair, silence, tongues, sending, magic jar, greater teleport, commune, dream, etherealness, geas/quest, cause fear, scare, fear, nightmare, symbol of fear, eyebite, trap the soul, weird, charm animal, eagle's splendour, blindness/deafness, charm monster, symbol of sleep, symbol of persuasion, power word blind, sympathy, dominate monster, detect evil, daylight Caster level 136th; save DC 142 + spell level. The DC is Charisma-based.
16/day— Wish
12/day dimension door
3/day bless, hallow
1/day spike stones, protection from evil, aid, cure serious wounds, neutralise poison, holy smite, remove disease, dispel evil, holy word, holy aura, mass charm monster, summon monster IX, resurrection
19/week remove disease
[/SBLOCK]
I'd be wary about special rules for low-density creatures, one you start saying things like "because of physics, people with Subtle Body don't have mass", there are a lot of mechanics which would be changed by that. You don't want them blowing away to a minimum-caster level use of Gust of Wind. It's actually simpler to say that it negates your gravitational mass while leaving your inertial mass the same. D&D doesn't have relativity (Superluminal wouldn't work if it did), and gravity manipulation is possible without fantastic quantities of energy, so we already know that our concept of mass isn't the same as theirs.
The Grey Gloom (as opposed to merely a grey gloom) is seemingly contradictory being. Dedicated to destroying evil, it has no permanent base of operations and chooses to wander the Planes in search of wrongs to right. Its methods are very far from what one would consider typical for a warrior of good, but its results are unquestionable. For some reason it is also a champion of love, a strange concept for a horrifying monstrosity that appears out of nowhere and stabs people in the face, but its influence has prevented many heroes from sliding into the path of evil as a result of heartbreak or the death of a lover, usually common causes of a change of alignment. The two emotions it embodies, love and fear are possibly the two most intense most humanoids ever experience, yet the Grey Gloom itself is as cold and unflinching as its title and faceless appearance would suggest. Lacking any language (it is reluctant to even communicate in sign language), it prefers to let its actions do the talking, mainly by executing any evil beings it believes are getting too powerful for other forces to keep them in check, or or to deal with those who have manipulated others with love or lust for evil ends, or have become twisted due to such manipulations. Alabaster is unsurprisingly a prime target, given his history and current unstable nature.
[SBLOCK]Half-Celestial Advanced Grey Gloom Greater Deity of Love and Fear
Size/Type: Medium Outsider (3 VSCs, Augmented Monstrous Humanoid)
Hit Dice: 120d100+4,200 x4 greater deity (64,800 hp, 66,240 buffed)
Initiative: +71 (+47 Dex, +8 Superior Initiative, +16 divine), Sixth Sense, Perfect
Speed: 280 ft. (310 ft. buffed), Fly 560 ft. (good, 590 ft. buffed)
Armor Class: 350 (+47 Dex, +36 insight, +62 armour, +31 natural, +16 divine, +100 deflection, +47 Dodge, +16 luck), 272 touch, 293 flat-footed, epic dodge, +16 competence vs frightened
Base Attack/Grapple: +120/+164
Attack: Shadow of Infinite Pain +319 melee (3d4+85/19-20/x4) (3d4+285 buffed) +16 competence to attack and damage vs frightened
Full Attack: Shadow of Infinite Pain +319/+314/+309/+304 melee (3d4+85/19-20/x4) (3d4+285 buffed) and Headsman's Sword +319/+314/+309/+304 melee (6d8+85/13-20/x4) (6d8+285 buffed)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear gaze, divine sneak attack +46d12, maximised plus Cozen, drain colour, smite non-chaotic good (19/day, +100 attack, +240 damage, +8 on turning checks), smite non-chaotic good (1/day, +80 damage), turn undead (as 74th level cleric, 103/day, Divine Might (+Cha to damage for 1 round) Epic Divine Might (+2*Cha to damage for Cha rounds), Epic Divine Vigour (+6 sacred to Con and +30 ft. speed for Cha minutes)), Chaos Devotion (+1d10 to attack or AC each round for 1 minute, 1/day, spend 3 turn attempts for extra use), Travel Devotion (move as a swift action 1/day, spend 2 turn attempts for extra use), spells
Special Qualities: Blindsight 600 ft., darkvision 630 ft., opportunist, spell-like abilities, SR 146, DR 40/epic, 3/-, Improbable Equipment, Greylight, trapfinding, improved evasion, trap sense +20, improved uncanny dodge, defensive roll, slippery mind, Integrated class features, aura of resolve, aura of good, lay on hands (12,000 healing), divine health, Camouflage, Earth Glide, Divine Grace, Immortality, Divine Immunities, Godly Realm, Grant Spells, Divine Senses, Shaky Morale, Immune to Fear, disease, Cha Damage, Cha Drain and Morale Bonuses, Superior Summoning (Fear), Wise Brethren, Instrument of Terror and Love, Charismatic Soul, Terrifying Soul (Regeneration 160), Acid, Cold, Electricity Resistance 10
Saves: Fort +313 (+316 buffed, +4 racial vs poison), Ref +325, Will +303 (+376 vs mind-affecting effects) (-16 vs enchantment)
Abilities: Str 66, Dex 104, Con 80 (86 buffed), Int 74, Wis 60, Cha 210
Skills: Maven, Rogue/Paladin Class Skills at 139+Synergy+Ability Score, all other skills at 77+Synergy+Ability Score, Hide +328, Move Silently +208, +2 Circumstance to Balance, Climb, Jump, +2 Spot, Listen
Feats: Dodge, Improved Initiative, Improved Critical (kukri), Weapon Finesse, Weapon Focus (kukri), Oversized Two-Weapon Fighting, Two Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Uncanny Two-Weapon Fighting, Ability Focus (Fear Gaze, Greylight), Irresistible Gaze, Skill Focus (Hide), Power Attack, Divine Might, Divine Vigour, Chaos Devotion, Travel Devotion, Neraph Charge, Staggering Strike, Alertness, Combat Expertise, Dark Stalker, Awesome Smite
Epic Feats: Sneak Attack of Opportunity, Superior Initiative, Heavy Armour Mastery, Perfect Two-Weapon Fighting, Two Weapon Mastery, Epic Skill Focus(hide), Two-Weapon Rend, Spectral Strike, Dire Charge, Epic Dodge, Improved Dodge, Supreme Dodge, Weapon Abatement, Epic Divine Might, Epic Divine Vigour, Light Eradication, Telling Blow, Force of Personality, Sixth Sense, Blinding Speed, Combat Mastery, Improved Combat Expertise, Greater Critical (Kukri), Improved Critical Multiplier (Kukri), Improved Finesse, Great Smiting, Extra Smite x3, Improved Sneak Attack x16
Divine Abilities: Uncanny Withering (Str.) Mastery, Uncanny Withering (Cha.) Mastery, Cozen, Celerity, Divine Sneak Attack, Heavenly Spirit, Heavenly Mind, Learned Spell Immunity, Perfect Initiative, Spell Abatement, Uncanny Dodge, Anyfeat, Moderate Eradication, Superior Critical, Threatening Critical, Greater Critical Multiplier, Seventh Sense, Sacred Lord, Heavenly Body, Heavenly Soul, Superior Smiting, Superior Sneak Attack x3, Sure Handed, Perfect Sneak Attack
Cosmic Abilities: Legendary Charisma, Daunting Soul, Uncanny Smiting, Cosmic Toughness
Challenge Rating: 133
Treasure: Nonstandard (just its dagger, sword and armour)
Alignment:Chaotic good.
Advancement: 121-225 HD (Medium)
In the hand of any other creature but a gloom, the grey gloom's weapons are only +5 ghost touch weapons. A grey gloom will never threaten to stab you, and in fact cannot speak.
A gloom’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Grey Plate: A Grey Gloom wears a suit of +20 ghost touch battle plate of heavy fortification constructed from 0.024% Orichalcum. It causes the wearer to blend into the background and blurs their outline, granting a +105 competence bonus on Hide checks The helmet lacks eyeholes, and so blinds any creature with eyes that wears it, and imposes a -4 penalty to listen to creatures that wear it, however viewing the faceplate is equivalent to viewing a grey gloom's face for the purposes of its Fear Gaze ability. It also grants the Cosmic Toughness cosmic ability.
Countenance of Horrific Beauty: The faceplate of this particular suit of Grey Plate always takes the appearance of the face of the onlooker's ideal of beauty, yet subtly twisted to appear wrong in ways that are impossible to describe (this is a mind-affecting fear effect). It grants the wearer the Legendary Charisma and Daunting Soul cosmic ability, allows the enhancement bonus of the attached suit of armour apply to the DCs of the wearer's Fear abilities, grants the Heavenly Body and Heavenly Soul Divine Abilities, provides a +6 enhancement bonus to all ability scores, and doubles the radius of the wearer's Greylight
Shadow of Infinite Pain: The Shadow of Infinite Pain is a +35 0.024% Orichalcum Ghost Touch Kukri. Legend has it that it is an incomplete version of an artefact called the Dagger of Infinite Pain, which converts any creature to an Atata with the merest touch. Fortunately, that frightening ability seems to not be currently possessed by the dagger. It grants the abilities Superior Sneak Attack x3, Sure Handed, Perfect Sneak Attack and Improved Sneak Attack x16
Headsman's Sword: The Headsman's Sword is a Large +35 0.024% Orichalcum Ghost Touch Bastard Sword, which can nonetheless be wielded by a Medium creature without penalty. Its has a square profile, and crackles with grey lightning. It grants the Great Smiting, Awesome Smite, Extra Smite x3, Superior Smiting and Uncanny Smiting abilities.
Fear Gaze (Su)
Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 226) or suffer the effects of a fear spell as cast by a 136th-level caster. The DC is Charisma-based.
Spells
Caster level 136th, Save DC 67+Spell Level, Spells Per Day: 11/10/10/10
Integrated Class Features (Ex)
A grey gloom has the class features (other than Epic bonus feats) of a Rogue and a Paladin of Freedom (Underdark Knight Variant) of half its HD (60, in this case). Its rogue abilities are opportunist, defensive roll, slippery mind and improved evasion. The caster level for its Paladin spells is equal to half its HD, and it automatically receives the benefit of the Silent Spell metamagic feat when casting Paladin spells without any adjustment to the spell's level.
Drain Colour (Su)
A creature that takes damage from a grey gloom's sneak attack ability while illuminated by greylight has its colour permanently drained away. The penalties inflicted to drained creatures by greylight are doubled, and it is always considered illuminated by greylight. A limited wish spell (or better) reverses this effect. A Grey Gloom recovers 5 hitpoints every time it successfully drains colour.
Camouflage (Ex)
A Grey Gloom is skilled at hiding in the lighting conditions imposed by its Greylight ability. While illuminated in Greylight, or in otherwise grey surroundings, a Grey Gloom receives a +8 Racial bonus on Hide checks, and may attempt to make Hide checks even while being observed (as the Hide in Plain Sight ability).
Improbable Equipment (Ex)
A grey gloom is not hindered by its oversized off-hand weapon or heavy armour, and receives Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Mastery, Uncanny Two-Weapon Fighting, Oversized Two-Weapon Fighting and Heavy Armour Mastery as bonus feats, may treat a Bastard Sword as a light weapon whenever it would be advantageous, and treats Battle Plate as light armour whenever it would be advantageous. In addition, a Grey Gloom may treat a kukri as a bastard sword or vice-versa for the purpose of qualifying for abilities, and may apply any abilities which apply to one to both.
Greylight (Su)
A grey gloom emanates a strange grey radiance from its body, which extends to Close range (650 feet), and seems to turn everything it touches monochrome. Anything illuminated by greylight is affected as though within the area of a silence spell, however any effect which blocks light (including magical darkness) blocks grey light. Unlike a Gloom's Quiescence ability, a Grey Gloom may not lower this ability. Even if all the illumination is blocked (such as when the Grey Gloom is in the area of a Darkness spell, it still gains a +20 bonus to Move Silently checks, as it is always considered to illuminate itself)
In addition to the effects of silence, areas illuminated with greylight are always considered in shadowy illumination, (magical light overrides the illumination changes, but not any other effects of greylight), and the area is filled with a grainy haze which imposes a -2 penalty on all spot checks upon all creatures with eyes, and all distance penalties to Spot checks are doubled within this area. A Grey Gloom can see anything illuminated by greylight as if it were within the radius of its Blindsight ability, regardless of the actual distance involved.
Everything illuminated by greylight appears to be completely monochrome, and low-contrast, prismatic effects and other effects which function using colour (including, but not limited to colour spray, hypnotic pattern and scintillating pattern) have no effect while illuminated by greylight. The effects come into being and can be identified as normal, but simply do not do anything. Should the illumination be blocked, their normal effects resume. Text becomes difficult to read, and all Decipher Script have their DCs increased by +4 within the area of illumination, and casting a spell from a scroll requires a Use Magic Device check with a DC equal to 15 + spell level, and all other Use Magic Device checks involving scrolls have their DCs increased by +5.
Finally, creatures illuminated by greylight become lethargic and apathetic, and must make a Will save (DC 204) every round or take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for the remainder of the round, this is a mind-affecting effect.
Spell-Like Abilities
At will— shadow walk, true strike, crushing despair, silence, tongues, sending, magic jar, greater teleport, commune, dream, etherealness, geas/quest, cause fear, scare, fear, nightmare, symbol of fear, eyebite, trap the soul, weird, charm animal, eagle's splendour, blindness/deafness, charm monster, symbol of sleep, symbol of persuasion, power word blind, sympathy, dominate monster, detect evil, daylight Caster level 136th; save DC 142 + spell level. The DC is Charisma-based.
16/day— Wish
12/day dimension door
3/day bless, hallow
1/day spike stones, protection from evil, aid, cure serious wounds, neutralise poison, holy smite, remove disease, dispel evil, holy word, holy aura, mass charm monster, summon monster IX, resurrection
19/week remove disease
[/SBLOCK]