# Gloom >[!rimg]+ > ![[Placeholder2.png]] > > xLang:: 7/8 (1) <div class="grid-container"><div class="MON">Gloom</div> <div class="CR">CR 25 (1,638,400 XP)</div> <div class="SOU">Epic Level Handbook pg. 192</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Medium Monstrous Humanoid **Init** +26 **Senses** blindsight 60 ft.; **Perception** +35 #### defense **AC** 40, 40 touch, 10 flat-footed (+18 Dex, +12 insight) **hp** 350 (25d10+225) **Fort** +17, **Refl** +32, **Will** +21 **Feint** 42, **Demoralize** 42 **DR** 10/epic; **SR** 36 #### offense **Speed** 30 ft. **Melee** +10 keen human dread dagger +53/+48/+53/+38 (1d4+21/17-20) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** fear gaze, opportunist, sneak attack (+13d6) **Spell-Like Abilities** (CL 20th; Concentration +30) > **At will**— _shadow walk_ > **3/day**— _true strike_ #### statistics **Str** 32, **Dex** 46, **Con** 29, **Int** 26, **Wis** 25, **Cha** 30 **BAB** +25, **CMB** +29, **CMD** 69, **TA** +36, **RTA** +43 **Feats** [[Blinding Speed]], [[Combat Reflexes]], [[Devastating Critical]] (dagger), [[Dodge]], [[Improved Initiative]], [[Mobility]], [[Overwhelming Critical]] (dagger), [[Power Attack]], [[Quick Draw]], [[Sneak Attack of Opportunity]], [[Spring Attack]], [[Superior Initiative]], [[Weapon Finesse]]<sup>B</sup>, [[Weapon Focus]] (dagger) **Skills** Acrobatics +43, Bluff +35, Climb +39, Intimidate +38, Knowledge (local) +33, Knowledge (nature) +33, Knowledge (nobility) +33, Perception +35, Sense Motive +32, Sleight of Hand +43, Stealth +46, Survival +35 **Languages** Aklo, Common, Draconic, Giant, Infernal, Necril, Undercommon **SQ** blinding speed (5 rounds), quiescence #### special abilities ### Dread Dagger A weapon in the possession of a gloom becomes a +10 human dread weapon, in addition to any other properties it may have. ### Fear Gaze (Su) Panicked for 3d6 rounds, 30 feet, Fortitude DC 32 partial. Viewing the gloom's face inspires terror. Creatures that succeed on their will save against the Gloom';'s feat gaze are shaken for 3d6 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. ### Opportunist (Ex) This ability functions like the rogue talent of the same name. ### Quiescence (Su) A gloom is moves silently, and cannot be heard with perception checks if it does not wish to be. However, their movements may cause other things in the environment to make noise (such as when it bumps into a table or steps on dry leaves). The gloom gains a +20 bonus to stealth checks, or a +10 if he moves. #### ecology **Terrain** Any urban **Organization** Solitary **Gear** +5 keen dagger **Treasure** +5 keen dagger **Advancement** 26-36 HD (Medium) A gloom is an assassin that cloaks itself in supernatural camouflage, lingering in the periphery of vision and stalking its prey from the deepest shadows. A gloom looks very much like a human from the neck down, with dull, rubbery black skin. Its head, however, is another matter. Completely devoid of hair, the gloom also has no eyes. Its distended, exaggerated mouth, drawn back in a perpetual fiendish smile, is full of jagged black teeth. Despite its apparent lack of ocular organs, a gloom seems to have no trouble seeing. A gloom typically dresses in fine clothing suitable fora funeral (stylized for the local culture), snug fitting and all black. ### Combat A gloom has the uncanny ability to reach its prey by moving from shadow to shadow—literally. Combining that with its knack to remain totally quiet, the gloom often is able to attack and vanish before its prey’s companions even realize something is wrong. Glooms are solitary creatures and prefer to strike up close. If they have the drop on their opponent, they will use their blinding speed to get as many strikes in as possible to ensure their death. If placed in a larger battle, they are not above taking advantage of the commotion to strike at their desired target. **Dread:** A dread weapon functions like a *greater bane* weapon except that, if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust as if by a _disintegrate_ spell. Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon monster IX; Market Price: +7 bonus.