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    Gloomwing

    This immense moth has huge purple wings marked with spiraling black patterns that seem to shift and writhe.

    Gloomwing CR 4

    XP 1,200
    N Large outsider (extraplanar)
    Init
    +3; Senses darkvision 60 ft.; Perception +8

    DEFENSE

    AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
    hp
    37 (5d10+10)
    Fort
    +3, Ref +7, Will +5

    OFFENSE

    Speed 10 ft., fly 40 ft. (good)
    Melee
    bite +6 (1d8+2), 2 claws +6 (1d6+2)
    Space
    10 ft.; Reach 5 ft.
    Special Attacks
    confusion, implant, pheromones

    STATISTICS

    Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 10
    Base Atk
    +5; CMB +8; CMD 21
    Feats
    Ability Focus (confusion), Flyby Attack, Hover
    Skills
    Fly +5, Perception +9, Stealth +7 (+11 in dim light); Racial Modifiers +4 Stealth in dim light

    SPECIAL ABILITIES

    Confusion (Su)

    The eerie shifting of patterns on a gloomwing’s wings is hypnotic—any creature within 30 feet that does not avert its gaze from the gloomwing must make a DC 14 Will save at the start of each turn or become confused for 1 round. This is a mind-affecting effect—gloomwings and tenebrous worms are immune to this effect. The save DC is Charisma-based.

    Implant (Ex)

    A gloomwing can lay eggs inside a Small or larger helpless or dead creature as a full-round action that provokes attacks of opportunity. A creature implanted with gloomwing eggs must make a DC 14 Fortitude save each morning to avoid suffering 1d4 points of Constitution damage. Within 24 hours of a creature’s death from this damage, 1d4 young tenebrous worms emerge from the corpse, devouring it completely in the process. The eggs can be destroyed via any effect that cures disease, but the eggs themselves are not treated as a disease for purposes of what creatures are immune to this effect. The save DC is Constitution-based.

    Pheromones (Su)

    After the first round of combat, a gloomwing can emit a strange, musky scent in a 30-foot radius as a free action. All creatures within this area (save for other gloomwings or tenebrous worms) must make a DC 14 Fortitude save each round to avoid becoming weakened by the pheromones. Once a creature fails a save against this effect, it takes a –4 penalty to its Strength score—this penalty lasts for as long as the battle continues and for 1 hour thereafter. Lesser restoration or any other effect capable of healing ability damage immediately removes this Strength penalty. The save DC is Constitution-based.

    Family Ties

    Tenebrous Worm is the larval stage of the Gloomwing.