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HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 |+ 0|+2 | +0 |Gloom body, Sneak attack +1d6, Quietescence
2|+1 |+ 0|+3 | +0 |True Strike, Gloom dagger, +1 Dex
3|+ 2|+ 1|+3 | +1 |Sneak attack +2d6
4|+ 3|+ 1|+4 | + 1|+1 Dex, +1 Int
5|+ 3|+ 1|+4 | +1 |Sneak attack +3d6, Armor Piercer
6|+4 |+ 2|+5 | +2|Terror, +1 Int
7|+ 5|+ 2|+5 | + 2|Sneak attack +4d6, +1 Dex
8|+ 6|+ 2|+6 | +2 |Oportunist, Blindsight
9|+ 6|+ 3|+6 | +3 |Sneak attack +5d6, +1 Int
10|+ 7|+3|+7 | +3 |Shaddow Walk, Armor Breaker
11|+ 8|+ 3|+7 | +3 |Sneak attack +6d6, Shaddow jump
12|+ 9|+ 4|+8 | +4 |Gloom cloack, Hide in plain sight
13|+ 9|+ 4|+8 | +4 |Sneak attack +7d6, Shaddow concealment
14|+ 10|+ 4|+9 | +4 |Killing edge
15|+ 11|+ 5|+9 | + 5|Sneak attack +8d6, Armor Ravager
16|+ 12|+ 5|+10 | +5 |Killing blow
17|+ 12|+ 5|+ 10| + 5|Sneak attack +9d6, +1 Dex
18|+ 13|+ 6|+ 11| +6 |Gloom speed.
19|+ 14|+ 6|+ 11| +6 |Sneak attack +10d6, +1 Dex, +1 Int
20|+ 15|+ 6|+ 12| +6 | Killing strike
21|+ 16|+ 6|+ 12| +6 |Sneack attack +11d6, +1 Dex, +1 Int
22|+ 16|+ 7|+ 13| +7 |Gloom Specialist
23|+ 17| + 7|+ 13| +7 |Sneack attack +12d6, +1 Dex, +1 Int
24|+ 17|+ 8|+ 14| + 8|Gloom Master
25|+ 18|+ 8|+ 14| +8 |Sneack attack +13d6, bonus feat, +1 Dex, +1 int
[/table]
Skills:8+int modifier per leve, balance, concentration, spot, listen, search, move silently, hide, climb, swim, search, use magic device, bluff, diplomacy, intimidate, tumble
Proefeciencies: simple weapons
Features:
Gloom body: the gloom loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feets). It is a medium sized monstruous humanoid with base speed 30 feets.
The gloom also gains an insight bonus to AC equal to it's Int modifier,
Quietescence:The gloom can produce an effect very similar to the silent spell (CL=HD, save=10+1/2HD+Int modifier). Starting this effect takes a standard action and the gloom can maintain it for a number of round equal to HDxInt mod per day. The gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.
Unlike a silent spell, the gloom may choose to only affect only the target of the effect to be silent. It may change between the area and singular target versions as a swift action.
If it uses this ability on an unwilling flat footed creature, the save DC is 10+HD+Int mod.
Sneak attack: As the rogue ability, increases as shown in the table
True Strike:the gloom can use true strike as a SLA 1/day for each HD it has.
At 5HD it can use it as a move action. At 10 HD as a swift action. At 15 HD as a free action.
Gloom dagger:The gloom crafts a dagger out of his own dark soul. Even if dropped, thrown or stolen the gloom dagger mysteriously reapears on the gloom's hands on the next moment. The gloom can thus use the gloom dagger to perform multiple iterative thrown attacks and can never be truly disarmed. It can melt the dagger in his body and bring it forth in his hand as a free action.
It's stats are like a regular dagger, but it gains an enanchment bonus of +1 for every 2HD of the Gloom. It can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The gloom can change his dagger's properties with 8 hours of meditation.
If the gloom has more than 20HD, it can choose to get epic properties and/or an enanchment bonus to damage and attacks up to +10.
Ability increase:The gloom gains +1 Dex at levels 2, 4, 7, 17, 19, 21, 23, 25
The gloom gains +1 Int at levels 4, 6, 9, 19, 21,23, 25
Armor Piercer:Each blow of the gloom has 25% chance of ignoring all immunities to crit and sneak attack of the target.
Terror:The gloom knows how to use his body language to strike pure fear on the hearts of his victims. Starting this effect takes a standard action and the gloom can maintain it for a number of round equal to HDxInt mod per day. The gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.
Enemies that look at the Gloom while he's using his terror ability must make Will saves 10+1/2HD+Int modifier or be affected as by a fear spell.
If the enemy is flatfooted, the DC increases to 10+HD+Int modifier.
Oportunist:as the rogue ability
Blindsight:as the srd ability, 60 feets.
Shaddow Walk:SLA as the spell 1/day for each HD, save=10+1/2HD+Int mod.
Armor Breaker:Each blow of the gloom has 50% chance of ignoring all immunities to crit and sneak attack of the target.
Shaddow jump:the gloom may, once per turn as a swift action, teleport to any shaddow it can see whitin 60 feets.
Gloom cloack:The gloom gains SR=11+HD and DR/magic equal to half it's HD.
Hide in plain sight: as the shaddow dancer ability
Shaddow concealment:While standing in a shaddow, a gloom gains 10% concealment for each 4HD it has, up to 50% at 20HD. Neither darkvision or True sight deny this effect, but any effect that removes the shaddow will.
Killing edge:Whenever the gloom delivers a sucessfull critical, it adds +1d6 damage to. If the weapon has an higher crit mod than normal, it deals an extra +1d6 for each point that it is higher than x2 (+2d6 for x3, +3d6 for x4, etc)
In adition, for any simple weapon it wields, the Gloom can either replace the threat range by his int modifer, or the crit multiplier by half his int modifier.
So, a gloom with an int of 22 could either make a normal dagger threaten a crit on a range of 15-20 or change the dagger's crit multipler to x3.
Killing blow:Creatures that suffer a sucessfull crit from the gloom must make a save 10+1/2HD+Dex modifier+Int modifier or instantly die. Creatures immune to crits are immune to this effect, but Armor breaker/ravager/piercer/killing strike bypasses that.
Armor Ravager:Each blow of the gloom has 75% chance of ignoring all immunities to crit and sneak attack of the target.
Gloom speed.:The gloom can take one extra standard or move action per turn.
Killing strike:Each blow of the gloom completely ignores immunties to crit/sneak attack, miss chances, mirror images and concealment.
Gloom Specialist:The gloom can use his Quietescence, terror, true strike and shaddow walk abilites any number of times per day it wishes, all as free actions. His DR improves to DR/epic. His terror ability can now affect creatures immune to fear.
Gloom Master:As a free action, the gloom can teleport to any shaddow it can see whitin 60 feets. While standing in a shaddow, all attacks against it suffer a 75% miss chance. This miss chance now applies even to area attacks-the gloom is literaly a flickering shaddow! It may use thie teleport ability a number of times per round equal to his Dex modifier, even if it isn't it's turn. It can also change his gloom dagger's properties as a swift action.
Bonus feat: the gloom gains an extra epic feat.
Spoiler
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The gloom is an assassin that strikes from the shaddows like nobody else. Nobody is safe from it. And when you see him, it's already too late for you
Like the phoenix, the gloom wasn't that strong for an epic monster, so I pimped him all around.
First of all buffed up his silence ability so it's more versatile and you can use it to silence pesky spellcasters. You can notice several epic feats filling dead levels pre-epic, they're based on the feats he gets in the epic handbook. They're all powerfull, ranging from extra actions to insta-gib with crits, but since the gloom's geting them at medium-high levels when casters rule the jungle, it isn't that bad. The gloom also gets anti-crit immunities to deliver the pain to constructs, undeads and fortified adventurers. Also unlike most other monsters here, it has only two simple SLAs, is medium sized, and doesn't grow in size nor he gets much extra ability scores. Focused on Dex and Int.
The epic levels allow him to use most of his abilities at will, faster and better.
Like the rogue, medium BAB, one good save and d6HD. The rogue gets more proefeciencies and defensive/utility abilities. The gloom is more glass-cannonish, but hits pretty hard.