"Before the time of Men and Beasts there was a Darkness in the World, and when the Gods made Men and Beasts that Darkness was jealous, for before it had the entire world to itself.
And the Darkness hid in the Quiet Places, avoiding the clamor and the sound of Men and the grunting of the Beasts. And it thought. And as eons past it thought some more. And one evening it ventured forth into the moonlight and heard the Gods laughing, and mocking it as a dim memory, and it was angry.
And it walked across the Earth, seeing the plains and cities, and it came upon a Man who showed great fear. And the Darkness said to him: 'Were the years before we met intolerable to thee? The years to come shall be no less'. And the Darkness laid it's hand upon the Man, and the Man no longer knew the terror of years.
At the end of the Forest, and in all the Houses of Men, and in the Caves of the Earth there is Darkness. Always does it walk among us. Sometimes the Darkness visits the poorest of Men, and sometimes it visits the very greatest, and on those days the lives of all Men, poor or great, go out into the world.
And the Darkness said: 'The Gods have given every Man and Beast a Road upon the Earth, and at the end of each Road I will wait for them in Time'.
And one day as a Man walked along the Road the Gods had given him he came suddenly upon the Darkness. And when the Darkness said 'I am the Darkness of Old Night come upon thee', the man cried out 'Alas that I had walked this Road, for that I had taken another I would not have met with thee.'
And the Darkness said: 'Had it been possible for thee to go by any other way then the Gods would not be Gods. Perhaps they will send thee into other Worlds, and then thou mayest choose another way, and so not meet with me.'
And the Darkness laid it's hand upon him. And the life of the Man went forth like yesterday's sorrows, and dwelt among the lost and forgotten things of the world.
And the Darkness went on with it's work to end the life of all things made by the Gods, and it came upon a Man stricken with sorrow and regret. And that Man said: "Lay now your hand upon my shoulder for my family is dead, and I have no more use for life or happiness, and I will feel no sorrow at their passing'. And the Darkness said: 'None have gone willingly before me, and none ever shall'. And the Darkness made it's mark upon him, and he was as one possessed. And for many years he laid madness and woe at the feet of his people until a great Priest came.
And that Priests name was Sebahattin, and he laid a Great Seal upon the Man possessed by the Darkness. And the Darkness was put away for many years. Years beyond counting. Until at last it was forgotten.
And when Sebahattin passed from the World Men said unto his acolyte Izzedin: 'Be thou our Priest, and be as wise as Sebahattin'.
And Izzedin said: 'I am as wise as Sebahattin', and Men were glad.
And Izzedin said of Life and Death: 'These are the affairs of Izzedin', and men brought many gifts to him. And he grew fat off their charity.
And one day in revelry he cried to the Gods: 'I know all things, for truly there is none so great as I'. And the Gods broke the Great Seal in their wrath at Izzedin's presumption.
And in the banquet hall of his city Izzedin cried aloud: 'I am Izzedin, and I know all things.'
And the Darkness laid it's hand upon his shoulder and said 'Knowest thou all things then Izzedin'? And Izzedin became among the things that were.
And Men were sore afraid of this apparition they had long forgot. And they asked 'Who are you that you would take our Priest from us without prior offense?'
And the Darkness said unto them:
"I am the Pain all living things feel as they first enter this world."
"I am the suffering which plagues your every waking step."
"I am the Darkness of Old Night, and none such as you may gainsay me."
And Men fled before him, and for a brief moment the Darkness knew joy.
The Darkness of Old Night
Colossal Outsider (Native, Chaotic, Evil, Incorporeal)
Hit Dice: 25d8+275 (387 hp)
Initiative: +11
Speed: Fly 80 ft. (16 squares), Perfect
Armor Class: 40 (-8 Size, +7 Dex, +20 Deflection, +11 Profane), touch 40, flat-footed 33
Base Attack/Grapple: +25/-
Attack: -
Full Attack: -
Space/Reach: 30 ft./20 ft.
Special Attacks: The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence
Special Qualities: Damage Reduction 15/Epic, Dark Sight, Immunities, Dark Endurance, Telepathy 250 ft., Primordial Speech, Living Darkness, Energy Resistance 20 (all types), Regeneration 10, Spell Resistance 33
Saves: Fort +36, Ref +38, Will +37
Abilities: Str -, Dex 24, Con 32, Int 18, Wis 23, Cha 32
Skills: Bluff +28, Concentration +28, Diplomacy +27, Gather Information +27, Hide +32, Intimidate +28, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Religion) +21, Listen +23, Move Silently +32, Search +21, Sense Motive +23, Spellcraft +20, Spot +23, Use Magic Device +28
Feats: Ability Focus (The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence), Epic Reflexes, Epic Will, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 23??
Treasure: None
Alignment: Neutral Evil
Advancement:
Level Adjustment: ---
The Darkness of Old Night appears to be nothing more than a great shadow. It cannot be seen so much as experienced, for when it envelops the living, darkness is all they can see. At times it has possessed a living creature. Initially the creature appears no different, but when angered the Darkness manifests, and the possessee appears to grow to twice it's size, and appear as a shadow shaped vaguely like itself. It does not appear to show any preference or mercy, all offend it equally from the most innocent babe to the vilest of demons. It hates the Gods especially, and will murder or possess any priest or cleric crossing it's path no matter how long it takes. Despite the preceeding legend the Darkness rarely communicates. It's origin is unknown, and the Gods have at times claimed to have nothing to do with it's Creation, and have expressed bafflement at it's existence. So far as they know it may even predate their own existence.
The Mark of Darkness (Su): This works like the Ghosts Malevolence Ability (see MM page 118) with a few exceptions. The Darkness may possess any being within it's area, but may only try to possess one at a time. Caster Level is 25. Will Save to resist is DC 28. Marked Creatures gain the Marked Template (which will follow this entry).
Envelop (Su): Anything that enters the area occupied by the Darkness must make a DC 35 Fortitude Save each round it is there or take 1 point of temporary Constitution damage. If it is an undead or has no Con score it takes Charisma Damage instead (and is destroyed upon reaching 0). Save DC is Charisma Based.
Hand of Darkness (Su): Once per turn, the Darkness may "lay it's hand" upon one creature it has enveloped. It must make a DC 35 Fortitude Save or die (Save DC is Charisma Based). If the creature makes it's saving throw, is immune to Death effects it still takes 3d6 damage. If used against a Deity this power does 3d6 damage on a Failed Save, or nothing on a successful one.
Frightening Presence (Su): Beings with less Hit Dice than the Darkness must make a DC 35 Willpower Save (Save DC is Charisma Based) or be Frightened for 2d6 rounds after being Enveloped. If the save is successful they are instead Shaken for 2d6 rounds, and do not need to save against this ability again for 24 hours.
Dark Sight (Su): The Darkness may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.
Immunities: The Darkness is immune to Poison, Sleep effects, Death effects, paralysis, petrification, polymorph, poison, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage. The Darkness is immune to any spell or effect that allows a Fortitude Saving throw. It does not breathe, eat, age, or sleep. In addition the Darkness cannot be permanently killed by a mortal being. Only an immortal, unaging being like itself may permanently destroy the Darkness. Otherwise it merely reforms in 24 hours.
Dark Endurance (Su): The Darkness gets a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.
Primordial Speech (Ex): The Darkness can read, write, and speak all languages. It does not need the Decipher Script skill as it can decipher virtually anything created after it in the world (which is nigh well everything).
Living Darkness (Ex): The Darkness is a patch of sentient incorporeal darkness for all intents and purposes. At night or in conditions of darkness, or even bad lighting it is effectively invisible. All non magical light sources in it's area are immediately extinguished. Light sources get an object Save or are doused until out of the area.
Skills: The Darkness has a +8 Racial Bonus to Hide and Move Silently checks.
Combat: Normally the Darkness will simply envelop opponents until they have been destroyed by it's mere presence. If the opponents are known to it to dwell in a nearby city, it may use it's Mark of Darkness ability to possess one and use him to wreak havoc.
Marked
Marked is an Acquired Template that can be applied to any Corporeal being.
Size and Type: Unchanged (but see below).
Hit Dice: If the Base Creature has more Hit Dice than The Darkness, Hit Dice are unchanged. Otherwise it increases to 25 Hit Dice.
Speed: Unchanged.
Armor Class: Base Creature gains a +11 Profane Bonus to Armor Class.
Attacks: Base Creature uses the Darknesses BAB instead of it's own. If the Base Creature as no Natural Weapons, it gains a Slam Attack doing damage based on the Base Creatures Size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6).
Damage: Recalculate Damage due to Strength Increase. It also does an extra 2d6 Profane damage with each hit from it's natural weapons.
Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following:
Manifest (Su): When angered the Darkness will manifest itself, displaying it's power over the Marked creature it has possessed. The creature becomes a shadowy version of itself 1 Size Class Larger. it retains all the normal bonuses for being a bigger Size Class, but none of the penalties ro AC or to hit rolls.
Frightening Presence (Su): When Manifested and attacking the Darkness causes fear in any being with less hit dice than itself. If any being within 30' has less Hit Dice it must make a Will Saving Throw (DC 10 plus half level plus Charisma Modifier) or be Frightened for 2d6 rounds. If it is successful it is Shaken for 1d6 rounds instead, and does not need to save against this ability again for 24 hours.
Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:
Dark Sight (Su): The Marked may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.
Immunities: The Marked is immune to Poison, Sleep effects, Death effects, paralysis, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage. The Marked is immune to any spell or effect that allows a Fortitude Saving throw. It does not breathe, eat, age, or sleep. If the Marked is destroyed somehow the Darkness merely leaves the body unharmed. Purely mental attacks affect the Darkness itself, not the possessed creature.
Primordial Speech (Ex): The Marked can read, write, and speak all languages. It does not need the Decipher Script skill as it can decipher virtually anything created after it in the world (which is nigh well everything).
Saves: Base Creature uses the Saving Throws for the Darkness instead of it's own.
Abilities: Base Creature gains the Ability Scores of the Darkness (except Strength). If the Base Creatures Con or Dex are higher it retains them. Str +20.
Skills: Base Creature uses the Skills listed for the Darkness instead of it's own.
Feats: Base Creature gains any Feats the Darkness has.
Environment: Any
Organization: Solitary
Challenge Rating: +6, with an additional +1 for every 3 HD gained.
Treasure: Unchanged.
Alignment: Neutral Evil.
Advancement: n/a
Level Adjustment: ---
Example of creature using template here:
Khalid
Commoner 5/Marked by the Darkness
Medium Humanoid (Human)
Hit Dice: 25d4+275 (337 hp)
Initiative: +11
Speed: 30 ft. (6 squares)
Armor Class: 28 (+7 Dex, +11 Profane), touch 28, flat-footed 21
Base Attack/Grapple: +25/+35 (+39 Manifested)
Attack: Slam +35 melee (1d6+10+2d6 Profane)
Full Attack: Slam +35 melee (1d6+10+2d6 Profane)
Space/Reach: 5 ft./5 ft. (10 ft./10 ft. when manfested)
Special Attacks: Manifest, Frightening Presence
Special Qualities: Dark Sight, Immunities, Primordial Speech
Saves: Fort +36, Ref +38, Will +37
Abilities: Str 30, Dex 24, Con 32, Int 18, Wis 23, Cha 32
Skills: Bluff +28, Concentration +28, Diplomacy +27, Gather Information +27, Hide +32, Intimidate +28, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Religion) +21, Listen +23, Move Silently +32, Search +21, Sense Motive +23, Spellcraft +20, Spot +23, Use Magic Device +28
Feats: Endurance, Great Fortitude, Ability Focus (The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence) (B), Epic Reflexes (B), Epic Will (B), Improved Initiative (B), Iron Will (B), Lightning Reflexes (B)
Environment: Any
Organization: Solitary
Challenge Rating: 18?
Treasure: None
Alignment: Neutral Evil
Advancement: n/a
Level Adjustment: ---
Manifest (Su): When angered the Darkness will manifest itself, displaying it's power over Khalid. Khalid becomes a shadowy version of himself 1 Size Class Larger. it retains all the normal bonuses for being a bigger Size Class, but none of the penalties ro AC or to hit rolls.
Frightening Presence (Su): When Manifested and attacking the Darkness causes fear in any being with less hit dice than itself. If any being within 30' has less Hit Dice it must make a DC 35 Will Saving Throw or be Frightened for 2d6 rounds. If it is successful it is Shaken for 1d6 rounds instead, and does not need to save against this ability again for 24 hours.
Dark Sight (Su): Khalid may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.
Immunities: Khalid is immune to Poison, Sleep effects, Death effects, paralysis, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage. Khalid is immune to any spell or effect that allows a Fortitude Saving throw. Khalid does not breathe, eat, age, or sleep. If Khalid is destroyed somehow the Darkness merely leaves the body unharmed. Purely mental attacks affect the Darkness itself, not the Khalid.
Primordial Speech (Ex): Khalid can read, write, and speak all languages. He does not need the Decipher Script skill as he can decipher virtually anything created after the Darkness in the world (which is nigh well everything).
Khalid was a simple beggar exiled into the forests for offending a vain noblewoman. Possessed by the Darkness he has returned to the city causing chaos and destruction. No one is certain how he gained his incredible power or why he seems to be of 2 fairly distinct personalities, but everyone agree he is utterly terrifying.
okay so it's not so much a Dunsanian pastiche as a brutal ripoff but I thought you'd like it.