# Blackbeast of Bedlam
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d6 (×2)
> >bite: 1d8 (×2)
> >Melee/Ranged: +20/+17
> >Secondary: +15/+12
> >Multiattack: +18/+15
> >M/R_PA: +20/+17
> >2nd/PA: +15/+12
> >MA_PA: +18/+15
> >Itterative: 3
> > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +6; StrPA2H: +9; StrPAOH: +3
> > xDCs:: Str: 23; Dex: 20; Con: 22; Int: 20; Wis: 20; Cha: 20
> > xFeat:: 8/8 (0)
> > xClasSkil:: Bluff, Climb, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (religion), Perception, Sense Motive, Survival
> > SaveDiff:: +/- 4
> > xLang:: 0/3 (3)
<div class="grid-container"><div class="MON">Blackbeast of Bedlam</div>
<div class="CR">CR 14 (38,400 XP)</div>
<div class="SOU">Dragon #355</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Large Outsider (chaotic, evil)
**Init** +7
**Senses** darkvision 120 ft., tremorsense 120 ft., low-light vision; **Perception** +3
#### defense
**AC** 26, 12 touch, 23 flat-footed (+3 Dex, +14 natural, -1 size)
**hp** 150 (15d10+75); fast healing 5
**Fort** +10, **Refl** +12, **Will** +14
**Feint** 31, **Demoralize** 28
**Defensive Abilities** resistant to transformation
**DR** 15/good and cold iron or lawful and cold iron; **SR** 25
**Immune** critical hits, electricity, flanking, light-effects, mind-affecting effects, paralysis, petrification, poison, polymorph, sleep, sonic, stun; **Resist** acid 10, cold 10, fire 10
#### offense
**Speed** 60 ft., climb 60 ft.
**Melee** 2 claws +20 (1d6+6 plus corporeal instability), bite +20 (1d6+6 plus corporeal instability)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** breath weapon, mockery, screeching skull
**Spell-Like Abilities** (CL 15th; Concentration +18)
> **Constant**— freedom of movement
#### statistics
**Str** 23, **Dex** 17, **Con** 21, **Int** 16, **Wis** 16, **Cha** 16
**BAB** +15, **CMB** +22, **CMD** 35, **TA** +20, **RTA** +17
**Skills** Bluff +21, Climb +29, Diplomacy +18, Disguise +18, Escape Artist +18, Intimidate +18, Knowledge (religion) +18, Perception +3, Sense Motive +21, Survival +18
**Languages**
#### special abilities
### Breath Weapon (Su)
As a standard action once every 1d4+1 rounds, a black beast of bedlam can exhale a 10-foot radius cloud of poisonous gas. Any creature within the area when the beast creates it is exposed to the cloud’s poisonous effects. Breath weapon—inhaled; save Fort 22; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.
### Damning Darkness (Sp)
As a standard action once per day, a black beast of bedlam can create darkness, as the spell, except that those within the area of darkness also take unholy damage. Non-evil creatures take 1d6 points of damage while in the darkness, while good-aligned creatures instead take 2d6. Spell resistance does not apply. Damning darkness counts as a 4th-level spell effect and counters or dispels any light spell of 4th or lower level. The black beast uses this ability as a 15th-level sorcerer.
### Mockery (Ex)
A black beast of bedlam can mimic animal cries and voices in any language and can make its voice to sound from anywhere within 30 feet. A black beast gains a +8 racial bonus on Bluff checks made to imitate another creature's voice.
### Resistant to Transformation (Ex)
Transmutation effects, such as polymorphing or petrification, force a black beast of bedlam into a new shape, but at the start of its next turn, it immediately returns to its normal form as a free action.
### Screeching Skull (Ex)
A black beast of bedlam retains the skull of its most recent victim as a grim trophy that floats around its shifting form. As a standard action, once every 1d4+1 rounds, a black beast of bedlam can unleash a terrible screech through this skull that affects all living creatures other than outsiders within 60 feet. An affected creature must succeed on a DC 20 Will save or become panicked for 1d6 rounds and take 2 points of Wisdom damage. The save DC is Charisma-based. This is a sonic, mind-affecting fear effect.