Ruemere's Devil Moon, Denizen of the Outer Realms
Devil Moon, Denizen of Outer Realms
Huge sphere of glowing flesh is born gently on midnight breeze heralding advent of unspeakable terror from outer realms.
Devil Moon
CR 14
XP 38400
NE Huge aberration (air, extraplanar)
Init +1;
Senses darkvision 120 ft., scent, see invisibility; Perception +29
DEFENSE
AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, -2 size)
hp 210 (20d8+120)
Fort +14,
Ref +7,
Will +20
Immune mind-affecting effects, divination spells and spell-like abilities of 6th level or lower
OFFENSE
Speed fly 40 ft. (poor)
Melee prehensile tail +19 (2d6+6 plus paralysis plus grab and pull 30 ft.), 4 atrophied claws +17 (1d6+6)
Ranged eye rays (+14 ranged touch, 120 ft., see special abilities)
Space 15 ft.;
Reach 10 ft. (claws), 30 ft. (prehensile tail)
Special Attacks atrophied claws (secondary attack, reduced reach), paralysis (1d4 days, DC 26), prehensile tail (primary attack, enhanced reach), pull (30 ft.), swallow whole (1d4 Wisdom drain, AC 20, 21 hp)
Spell-Like Abilities (CL 16th)
Constant-detect invisibility
At will-
cure light wounds
TACTICS
Before combat Devil Moon does not initiate combat. It relies on its Fugue Moon to peacefully wander during night time, hiding in natural caves during day, catching a snack of a sentient creature from time to time or pillaging a library. It prefers to ambush small groups or kidnap sleeping people using its long prehensile tail.
During combat Devil Moon relies on its eye rays and keeps the distance from ranged attackers. It uses terrain like tree tops or rooftops to avoid missiles, and it relentlessly pursues flying opponents.
Morale Once reduced below half of its initial hitpoints or if affected by powerful negative effect, Devil Moon unleashes Screaming Dark and proceeds to flee away to recuperate. Revenge is an alien concept to this denizen of Outer Realms, and it usually changes its territory if successfully thwarted.
STATISTICS
Str 22,
Dex 13,
Con 23,
Int 23,
Wis 22,
Cha 30
Base Atk 13;
CMB +23 (+27 grapple);
CMD 28 (cannot be tripped)
Feats Blind-Fight, Great Fortitude, Improved Great Fortitude, Iron Will, Improved Iron Will, Improved Natural Armor (x4), Multiattack
Skills Fly +16, Intimidate +33, Knowledge (planes) +29, Perception +29, Spellcraft +15, Stealth +16 (-8 penalty due to glowing surface), Survival +27;
Racial Modifiers -8 to Stealth due to glowing surface
Languages Auran, Abyssal; telepathy 240 ft. (creature's alien mindset requires Linguistics check at DC 26 to understand its speech even if the language is known - DC equal to 10 + 1/2 HD + Int bonus)
SQ Subjective Gravity (Ex)
SPECIAL ABILITIES
Eye Rays (Su) Devil Moon's eyes can produce three different magical rays, each with a range of 120 feet. Each round, it can fire one ray as a free action. Each ray is usable once every three rounds. Devil Moon can fire an eye ray in the same round that it makes physical attacks-firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is 26-the save DC is Constitution-based. The eye ray effects are as follows:
- Indigo: Deals 1d6 of light damage and inflicts Insanity (as per spell, Will negates).
- Yellow: Deals 80 points of electricity damage (Reflex half).
- Green: Deals 1d6 of light damage and afflicts target with poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves).
Fugue Moon (Su) All beings viewing Devil Moon are subject to gaze attack: become fascinated for the duration of viewing and for 10 rounds afterwards. Unless forcefully woken up, at the end of the effect duration subject loses memory of last 30 minutes as per Modify Memory spell. Range: 120 feet. Will DC 30 negates-the save DC is Charisma-based. This is a constant mind-affecting compulsion effect.
Screaming Dark (Su) Once per day, panicked Devil Moon shrouds a large area in a 120 feet radius burst of inky jet black fog cloud centered on Devil Moon (as Devil Moon cannot see within the fog, it usually moves in a straight line in attempt to leave the area of effect). Screaming Dark lasts 1 round per Devil Moon's caster level or until dispersed as per
fog cloud spell. All beings within Screaming Dark except Devil Moon are subject to intense cacophony of inhuman screams.
All sound-related activities are impeded while within the cloud - communication is not possible, spells with verbal components do not function.
Use of Spells, Supernatural or Spell-like abilities requires caster level check vs difficulty of Screaming Dark save (see below).
All living beings capable of hearing within Screaming Darkness must save each round (Fortitude DC 26 negates-the save DC is Constitution-based) or suffer the following effects:
- 1d4 points of Wisdom damage,
- lost (unable to determine location and directions) - until subject finds a way to discern its location, it moves in random direction,
- dazed until next round.
Subjective Gravity (Ex) Subject to its own whim, Devil Moon can fly at will bending law of gravity. It can ignore any gravity-based effects.
Swallow Whole (Ex) To use this ability, the Devil Moon must begin its turn grappling a creature with its prehensile tail. It will attempt to swallow only helpless creatures, preferring to wait until the creature succumbs to its Fugue Moon or paralysis. The act of swallowing is particularly grotesque as the creature literally splits in half during the act. Once the creature is drained out of its Wisdom, it is ejected (assume default height of 20 feet), and provided it survives both the fall and consequences of Wisdom drain, it is no longer of interest to Devil Moon.
Devil Moon heals 5 hitpoints or cures a single point of ability damage or cures a single negative level or condition for each point of drained Wisdom.
ECOLOGY
Environment any (Abyss, Outer Realms)
Organization solitary
Treasure none or that of last victim
Sometimes, due to planar conjuction or through sheer bad luck, portal and gates open into outer realms, i.e. into places rational minds fail to define. In such cases unwelcome guests known as Devil Moons may appear (real name of the race is not known due to failure of communication attempts) and float gently into our world, leaving empty minds and string of disappearances in its wake.
What is known about Devil Moons can be summarized as follows - use of Knowledge (Planes) is most likely to yield information:
- DC 29 This is a being of Outer Realms, known to scholars as Devil Moon. Do not try to make contact, escape as quickly as possible.
- DC 34 Mere sight of this creature can rob you of your senses, and if it catches you, your fate me be worse, much much worse.
- DC 39 This creature is capable of inflicting insanity, amnesia and chaos. It feeds on one's mind and memories.
- DC 44 Actually, these creatures seldom kill unless provoked. They usually eat one's memories though, and recovery is usually long and painful.
- DC 45 This is a Devil Moon, worshipped by primitive tribes of old. By offering sacrifices, preferably elderly individuals of any long lived race, it is possible to trade with them secrets of great power (while the nature of secrets is left to GM's discretion, the successful communication should result in players being granted equivalent of
Wish spell restricted to gaining obscure information).
Plot hooks
There was a string of disappearances in nearby villages of late. The local militia are baffled as people tend to vanish from homes, from parties and from larger groups. Witnesses, while confused and shaken, claim that the disappearance was sudden and disorienting. Weird, possibly unrelated fact: several witnesses claimed to be watching full moon just prior to event, even though the full moon was still a week away. The bounty has been posted already, however local priests claim that the reward is not sufficient as the disappearances herald greater calamities to come.
A young and wealthy son of merchant prince calls upon heroes asking for assistance in a quest: his younger sister has been abducted several months ago, and to this day no amount of divinations or hired adventurers allowed to discover her fate. The abduction happened in a middle of a night, and he distinctly remembers weird lights just before he lost cosnciousness. He did not wake the next day, and the day after, until a friendly church servant used strong healing abilities to restore mind of the young man. The son is pleading with the heroes, as the divinations indicate that his sister healthy and well, just nobody knows where. His parents have all but given up, but the young man still wants to discover the mystery, and he has searched high and low of heroes of great renown.