Dusk (3.5e Monster)
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|Size/Type:||Medium Outsider (Extraplanar)|
|Hit Dice:||1d8+1 (5 hp)|
|Armor Class:||16, touch 13, flat-footed 13|
|Attack:||Whip-Like Arms +2 Melee (1d2x3/x2/Slash)|
|Full Attack:||Two Whip-Like Arms +4 Melee (2d2x3/x2/Slash)|
|Special Qualities:|| Darkvision 60 ft., Low-light Vision,|
Immunity to Poison and Acid
|Saves:||Fort +3, Ref +1, Will -2|
|Abilities:||Str 10, Dex 12, Con 17, Int 13, Wis 6, Cha 4|
|Skills:||Balance+4, Escape Artist +6, Intimidate+2, Knowledge(The Planes) +2, Tumble +4|
|Feats:||Dodge, Mobility, Weapon Finesse|
|Environment:||The Plane of Shadows|
|Organization:||Hunting Party (4-5) or Scouting Party (3)|
|Advancement:||3-4 HD (Medium)|
You see a being with a thin, sinuous body that is extremely flexible. It has a large, cylindrical head with a flat top that is emblazoned with the a strange symbol. Its body seems to be covered in a light grey jumpsuit, and its "mouth" is actually a zipper that undoes itself to reveal its actual, grey, sharp-toothed mouth underneath.
The Dusk is a low-ranking Nobody. They are one of the only types of Nobody known to be able to speak, and are used by Organization XIII for simple recon and courier operations. Other Nobodies can even be transformed into Dusks as an extreme form of punishment. The Dusk's name refers to the period of time when the sun begins to set and twilight begins to set in. This emphasizes how Nobodies are neither beings of Light, nor Dark, but are closer to the Darkness.
Dusks are fairly weak and require little strategy, but can be a bit troublesome in large groups, especially when paired with the Creeper Nobody. They mainly float around the battlefield, or walk on some unseen ceiling to try and dazzle their foes, waiting for the perfect opportunity to strike.