Darkrai (3.5e Monster)

Summary::A ragged creature, all black except for what looks like a shock of white hair and a massive red jaw, hovers around you. In the back of your mind, what remains of your dreams are twisted and maligned into nightmares of horror.

Combat
 (Su): Once per 5 rounds, as a standard action, Darkrai can create a vortex of empty nothingness. All within 50 feet of Darkrai must make a Will save (DC 26) or fall into a deep slumber for one minute. Those who fail but are immune to sleep become blinded and cowered for the duration, and must make another save in three rounds time or fall comatose. This is a [Dark] effect, and in a Contest, everyone else falls asleep and misses their turn for the Round.

 (Su): As a full-round action at will, Darkrai may eat the dreams of an adjacent sleeping living creature. This is considered a coup de grace, dealing 1d6 points of damage per 2 HD, and forcing the target to make a Fort save (DC = damage dealt) or fall into a permanent Coma, their Wis, Int and Cha all dropping to zero. This heals Darkrai of damage equal to that dealt, or completely restores all HP, ability damage/drain, negative levels, poison, disease and other effects if the target fails the save. This is a [Psychic] effect. In a Contest, if someone has already used a [Sleep] effect in the same Round, Darkrai gains a +4 Bonus to the skill check.

A victim can be released from the coma with a wish, miracle or break enchantment effect. It restores their Int, Wis and Cha to 1, and they return as normal. Until completely restored, they are always shaken, and suffer the nightmare spell whenever they sleep.

 (Ex): As a standard action, Darkrai may draw a thrown weapon, make a Bluff check (+24) to feint against a target within 30 feet, and throw the item. If they are caught flat-footed, it deals +7d6 sneak attack damage. This is a [Dark] effect.

 (Su): All sleeping living creatures within 30 feet of Darkrai suffer from terrifying nightmares. Every round they must make a DC 24 Will save or take 1d6 points of nonlethal damage. If their nonlethal damage is at least their HP, they instead take 1 point of Wisdom damage on a failed save.

Failing even one save causes the victim to wake up fatigued and shaken.

Darkrai can, if for whatever reason it feels like doing so, elect to suppress this ability, or even to grant immunity to Nightmare spells (and natural nightmares) to those in the area.

 (Sp): At will: shadow ball (as fireball, but all damage is negative energy damage), shadow evocation, fear, nightmare, shadow well, dream sight, restful slumber , dream walk , manifest desire , manifest nightmare , chain of sorrow , dreaming puppet ; 1/day: mindrape , dominate monster, final rebuke. Caster level equals hit dice, and the Save DCs is 10 + Spell Level + Darkrai’s Charisma modifier. Shadow Ball, Shadow Well, Dreaming Puppet and Shadow Evocation are [Ghost] effects, Mindrape, Nightmare, Dominate Monster, Manifest Desire, Manifest Nightmare, Restful Slumber and Dream Sight are [Psychic] effects, and Fear, Final Rebuke and Chain of Sorrow are [Dark] effects.


 * The sample Darkrai has a caster level of 14 and save DC of 17 + spell level.

 (Ex): Darkrai is completely immune to psionic or psychic abilities. It also gains Spell Resistance 12+HD against enchantments and mind-affecting effects.