6d10 HD (33 hp)
Speed10 feet (2 squares ) Fly 30 ft (6 squares) average maneuverability
Init: +3 (+3 dex)
AC 16; touch 13; flat-footed 13
(10+3 dex+3 natural)
BAB +6; Grp +1 (+6 BAB -1 str, -4 size)
Attack Dark touch+6 meele (1d6-1 bludgeoning)
Full-Attack ] Dark touch+6 meele (1d6-1 bludgeoning)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abillities
Special Qualities Blindsight 60 ft, Ooze traits Shadow within a shadow, Undetectability
Saves Fort +2, Ref +5, Will +4
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 15, Cha 16
Skills Concentration +2, Listen+14 Spot+14, Search +3 (bonus from Alertnees feat included in Spot and Listen modifiers)
Feats Alertness <sup>B</sup>, ,Ability focus (shadow within a shadows), Combat casting, Stealthy<sup>B</sup>, Weapon finesse.
Organization Solitary, pair, gang (3-6) or shadow (5-10)
Challenge Rating 7
Alignment Any, often lawful neutral (30% of population) or lawful evil (30% of population)
Advancement 6-10 HD (Small) 11-13 HD (Medium)
Level Adjustment -
As fiiting their name, darkings are similar to living blotches of ink that can display patterns images and colors they have seen on the surface of their body and are used as covert spies by mages and the nobility, or more mundanely as a living archive of information. However they have even more mysterious ability that allows them to evade natural predators and others who would attack them by projecting a false ,,shadow“ that is actually a partially physical object in whose shadow they hide themselves.
A Darking is about two feet tall and two feet wide,, though it´s body is viscous and fliud like that of all oozes and can change its dimesions easily. It is unusually light, weighing about 6 pounds. Darking speak Common and Draconic and usualy speak tersely and curtly to relay the most imoport informative they want to say quickly. As fitting for their role as spies they refuse to speak when there are unknown people or those they don´t trust in he vicinity. Obvinously Darlings hate light of any kind and will do everything in their power to remain in shadows at all times. If they cannot flee they position theselves so they are not directly illuminated and assume their incoporeal shadow-form,.
With their extraordinarty aptitude for stealth, darking prefer subterfuge and mobility over direct cofrontation in nearly all cases. Even wen corered they willtry to escape using using diplomacy and illusions rather than violence. The only reason why darkings might use brute force is to distract a guard who protects the object of their investigation, while operating in a group. Some might assult the watchman to keep his attention occupied and give the others an opening to reach a secured area.
Alternate form (Su)
As a standard action, the darking can assume the form of a flat, dark two- dimensional shape, as if they became their own shadow , which is now interchageable with the darking´s body as It turns incorporeal and gains the apporpriate subtype. The creature can stay incorporeal for any lenght of time and reverting back to corporeal form takes a standard action. If the shadowy body is illumuinated, the Darking must succed at a Will save each round it remains in the area or revert to its corporeal form. The save DC is 15 for natural, mundane daylight or (10+ spell level+ key abillity modifier) for spells with the [light] descriptor. Returning to corporeal form takes a free action.
The whole body of a darking is a primitive sensory organ that can ascertian objects and creatures within 60 feet.
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
• Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
• Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
• Not subject to critical hits or flanking.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Oozes eat and breathe, but do not sleep.
Shadow within a shadow(Su)
As a standard action, the darking can channel stuff of the Shadow plane to create a partialy material projection that is simililar to the effect of a Major image spell. The creature most ofthen uses this ability to project an image of itself into the distance to create the illusion of a double and distract pursuers with it or to create a diversion to turn icorporeal in the projection´s shadow. Another use is to create a spherical blob shape that has streaks of black and white or other colors on the surface. As a standard action the darking can make those patterns shift and swirl and observing them causes any creature with an Inteligence score to be fascinated for as long as they keep watching the sphere and are not in obvious danger. Succeeding at a DC 16 Will save negates the fascination effect Maintaining the projection takes as little concentration as walking so it remains active while the creatures is moving around but it disappears if the Darking gets involved in combat, unless it succeeds at a Concentration check while fighting defensively. Succeding at a DC 18 Will save lets the target avoid the effect. The save DC is Charisma-based. This is a mind-affecting, pattern and shadow effect .
Spell-like abilities (Caster level 6th, base DC 13+ spell level)
1/day- deeper Darkness
Undectabilty ( Ex)
Divination magic cast to detect the darking as well as other effects that locate or spy on creatures and might show him incidentally (such as a scrying sensor) fail or do not show him, as appropriate, unless the caster succeds at a caster level check against DC equal to (10+ ½ the darking´s HD). Failing to scry because of this abiility, grants the creature immunity against being scryed by that particular caster for 24 hours as if the darking had succeded at it´s saving throw. ( Other limitations might apply depending on the individual spell used) Creatures with a divine rank or with a cosmic essence or level of awareness (at the DM´s discretion) are not impeded by this ability.