Darksylph (3.5e Monster)
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|Size/Type:||Medium Outsider (Evil, Extraplanar)|
|Hit Dice:||7d8+21 (77 hp)|
|Armor Class:||20 (+5 dex, +5 natural), touch 15, flat-footed 15|
|Attack:||Darkrail Gun +12 ranged (1d8+5, 2-20/x2) or Unarmed Strike +12 melee (1d8, 20/x2)|
|Full Attack:||Darkrail Gun +12/+7 ranged (1d8+5, 2-20/x2) and Unarmed Strike +12/+7 melee (1d8, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Qualities:||Accuracy, Blindsight 60 ft, Evasion, Ever-Ready, Extraordinary Health, Pugilist, Slip Unseen|
|Saves:||Fort +8, Ref +10, Will +8|
|Abilities:||Str 10, Dex 20, Con 16, Int 11, Wis 17, Cha 11|
|Skills:||Balance +15, Disable Device +10, Hide +15, Listen +13, Move Silently +15, Search +10, Spot +13, Survival +13|
|Feats:||Improved DisarmB, Shot on the RunB, Weapon FinesseB, Point Blank Shot, Precise Shot, Improved Initiative|
|Environment:||Plane of Shadow|
|Organization:||Solitary, Pair, or Extermination (3-6)|
|Alignment:||Often Lawful Evil or Neutral Evil|
|Advancement:||By character class|
A vague humanoid which seemed too dark compared to the lighting of the room spins around the corner wielding a gun. Without a second hesitation it blasts your friend's head off!
Creations of some vague god of assassinations, possibly related to the creator of Umbral Hunters, darksylphs are dangerous and merciless assassins which live on the Plane of Shadow. Taking the form of humanoids, their figures are somehow off, as if they were less detailed and more angular. They also appear darker than normal, as if they were always in shade. They carry strange guns which they have expert and terrifying accuracy with. When unobserved they can move through the shadows, popping out of nowhere to shoot their targets in the head, and slipping around the corner and vanishing.
Darksylphs rarely speak, and have a vague echo when they do. They speak Undercommon and Infernal, and otherwise weight about as much as a human.
Darksylphs are ambushers, popping in and out and running away whenever seriously harmed to attack when you least expect it.
Ever-Ready (Ex): Darksylphs have inhuman reflexes. They are never surprised, and never flatfooted (though they still may be flanked).
Extraordinary Health (Ex): Darksylphs always receive maximum hp per HD.
Headshot (Ex): The real danger about darksylphs is not their ability to move in darkness, but their accuracy. Darksylphs always make confirmed critical hits with their darkrail guns. Creatures without heads, and creatures immune to critical hits, are immune to this ability and take normal damage.
Slip Unseen (Su): Whenever a darksylph is unobserved, they can teleport as if using dimension door as a swift action, as long as they teleport into another part which is unobserved. They are able to act after teleporting.
Darkrail Gun: The darkrail guns which darksylph use are simple weapons which are effectively light crossbows in all respects. However it generates its own ammo and never needs to be reloaded. The method of their creation is unknown, but they sell for the price of 400 gp.