# Obyrith, Pale Night, the Mother of Demons >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claw: 1d4 (×2) > >Melee/Ranged: +24/+38 > >Secondary: +19/+33 > >Multiattack: +22/+36 > >M/R_PA: +24/+38 > >2nd/PA: +19/+33 > >MA_PA: +22/+36 > >Itterative: 4 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 22; Dex: 36; Con: 33; Int: 29; Wis: 31; Cha: 34 > > xFeat:: 9/12 (3) > > xClasSkil:: Acrobatics, Bluff, Diplomacy, Fly, Intimidate, Knowledge (arcana), Knowledge (planes), Perception, Perform, Sense Motive, Spellcraft, Stealth, Use Magic Device > > SaveDiff:: +/- 6 > > xLang:: 0/7 (7) <div class="grid-container"><div class="MON">Pale Night, the Mother of Demons</div> <div class="CR">CR 21 (409,600 XP)</div> <div class="SOU">Fiendish Codex 1</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Medium Outsider (chaotic, evil, incorporeal, obyrith) **Init** +18 **Senses** darkvision 60 ft., true seeing; **Perception** +36 #### defense **AC** 36, 36 touch, 22 flat-footed (+12 deflection, +14 Dex) **hp** 384 (24d10+264); fast healing 10 **Fort** +19, **Refl** +28, **Will** +23 **Feint** 46, **Demoralize** 43 **DR** 20/cold iron and lawful; **SR** 32 **Resist** acid 10, cold 10, electricity 10, fire 10 #### offense **Speed** fly 80 ft. (perfect) **Melee** claw +31 (1d8+9 plus 2d8 cold) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** charisma drain, embrace, truth beyond the veil #### statistics **Str** —, **Dex** 38, **Con** 32, **Int** 25, **Wis** 28, **Cha** 35 **BAB** +24, **CMB** +24, **CMD** 60, **TA** +24, **RTA** +38 **Feats** [[Combat Expertise]], [[Combat Reflexes]], [[Dark Speech]], [[Dodge]], [[Improved Initiative]], [[Mobility]], [[Quicken Spell-Like Ability (confusion), [[Spring Attack]], [[Whirlwind Attack,]] **Languages** #### special abilities ### Charisma Drain (Su) A creature struck by Pale Night's incorporeal touch attack take 2d6 points of Charisma drain. When Pale Night drains Charisma, she gains 5 temporary hit points. ### Embrace (Su) As a standard action up to three times a day, Pale Night can try to embrace a Large or smaller creature by wrapping a portion of her shroud around the creature's body. She must succeed on a melee touch attack to hit, at which point the target must attempt a DC 34 Fortitude save. Success indicates the victim is stunned for 1 round. Failure indicates the victim is placed in stasis, as the spell temporal stasis. As long as this effect persists, the victim's form appears faint and insubstantial, with details obscured by a gently billowing diaphanous shroud. Creatures and objects can pass through the victim as if he weren't there. This condition cannot be dispelled, but freedom, miracle, and wish can restore the victim to life. The save DC is Charisma-based. ### Truth Beyond the Veil (Su) Pale Night's true form is disguised by her shroud, which gives her a soft, feminine shape. As a result, she does not possess a typical obyrith form of madness. Pale Night's true form is one of such unimaginable horror that reality itself refuses to accept it. Anyone who attempts to part the shroud to get a better look at the Mother of Demons must attempt a DC 34 Fortitude save. Success indicates that the creature's mind simply fails to process what it sees before a new shroud automatically wraps around her incorporeal body. Failure indicates that for a brief moment, the character views the truth, and is immediately slain. Once per day, Pale Night can suppress her shroud as a full-round action. This forces every creature within 30 feet to succeed on a DC 34 Fortitude save to avoid death. Those who are restored to life retain no memories of what it was they saw beyond the veil. This is a fear and death effect that does not affect chaotic evil outsiders. The Save DC is Charisma-based.