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Black-Eyed Children, “Whispers in the Dark”

Black-Eyed Children
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Black-Eyed Children (BEKs) are malevolent, otherworldly entities that manifest as children, typically between 6 and 16 years old. Their most distinguishing feature is their completely black eyes, with no sclera or iris visible, giving them a disturbing, soulless appearance. Their skin is often pale or ashen, and their clothing, while seemingly normal, lacks any distinctive or modern features. Their hair is often described as unkempt, further adding to their eerie, unsettling presence.

These entities typically exhibit strange, disjointed behavior. They approach individuals in isolated locations — usually at night — such as homes, cars, or even desolate roads. The BEKs ask for entry into the home or vehicle, or for some form of help, but their requests are oddly insistent and lacking in genuine emotion. Their speech is cold, mechanical, and unnatural, and they often repeat their demands without explanation, increasing the discomfort of the person they encounter. Those who interact with them often feel a deep, inexplicable sense of dread and anxiety, and an overpowering urge to comply with their demands, despite knowing something is wrong.

Black-Eyed Children are most frequently encountered in isolated, desolate areas where their presence feels out of place. They are not typically seen in crowds or well-populated spaces, and their encounters often occur in remote homes or vehicles, far from other witnesses. The time of day is usually at night or in the early morning hours, heightening the atmosphere of fear and isolation.

The modus operandi of BEKs is rooted in their need to gain entry into human spaces — homes or vehicles — often through a direct invitation. They cannot enter without permission and will persistently and aggressively request entry, sometimes even becoming threatening if denied. Their persistence can induce a strange, involuntary compulsion in the victim, making it difficult to refuse their demands.

The motivation behind these entities remains unclear, but it is widely believed that Black-Eyed Children are not human. They are speculated to be supernatural beings — perhaps vampires, demons, or extraterrestrials — with an unknown purpose. Some theories suggest that they feed on fear, while others believe they may serve as harbingers of death or misfortune. Whatever their true nature, the Black-Eyed Children are universally associated with a malevolent intent, manipulating their victims into making choices that defy logic or safety.


  • Black-Eyed Children 5e
  • Black-Eyed Children Pathfinder
Black-Eyed Children
Create “Wherever you find them, you won’t find peace. The only way they leave is if you invite them in.”

Medium Outsider (Otherworldly, Chaotic Evil)


AC 18 (natural armor)
HP 60 (8d8 + 24)
Speed 30 ft.


Initiative +3
Perception +11 (Darkvision 60 ft., low-light vision)
Languages Common, Infernal, Telepathy 60 ft.


Defense

  • Saving Throws:
    • Fortitude +6,
    • Reflex +7,
    • Will +9
  • Resistances: Psychic, Necrotic
  • Immune: Fear effects, charm effects from non-Black-Eyed Children
  • DR 5/Cold Iron

Offense

Melee Attacks:

  • Claws: +8 to hit, 1d6+3 slashing damage
  • Knife (if using knife): +8 to hit, 1d4+3 piercing damage

Special Attacks:

  • Hypnotic Gaze (Su): As a standard action, the Black-Eyed Children can fix their unsettling gaze on a single creature within 30 feet. The creature must succeed on a DC 18 Will save or be charmed for 1 minute. While charmed, the target is incapacitated and can take no actions except standing still. They cannot make attacks or use spells. The charmed creature can repeat the saving throw at the end of each of its turns to end the effect on a success.
  • Aura of Dread (Su): Any creature within 30 feet that begins its turn within range must make a DC 18 Will save or become frightened for 1 round. If a creature succeeds, it is immune to the effect for 24 hours.
  • Siphon Fear (Su): Once per day, the Black-Eyed Children can emit an aura of fear in a 15-foot cone. Creatures in the cone must make a DC 18 Will save or take 3d6 psychic damage and be frightened for 1 minute. On a successful save, creatures take half damage and are not frightened.
  • Call for Aid (Su): Once per day, the Black-Eyed Children can summon 1d4 spectral apparitions (ghosts with only 10 HP) that remain for 10 minutes or until destroyed. These ghosts use the standard Ghost template, but they only have 10 HP and are not as powerful in combat.
  • Psychic Shriek (Su): The Black-Eyed Children can release a psychic wave once every 1d4 rounds. All creatures within 20 feet must make a DC 18 Will save or take 2d6 psychic damage and be stunned for 1 round. Creatures that succeed at the save take half damage and are not stunned.

Combat Tactics

The Black-Eyed Children fight in an eerie, calculating manner, relying on their mind-affecting abilities to manipulate and control their enemies before moving in for the kill. Here’s an outline of how they fight:

  • Ambush: The Black-Eyed Children prefer ambushing their foes, often in dark, isolated locations such as forests, abandoned buildings, or deserted streets. They can blend into the shadows and strike from hiding when their enemies are vulnerable.
  • Psychic Manipulation: They first use Hypnotic Gaze to incapacitate a key opponent, rendering them helpless and vulnerable. After incapacitating one foe, they focus their Aura of Dread to frighten others into retreating or panicking.
  • Siphon Fear: When surrounded or needing to weaken multiple enemies, they use Siphon Fear, dealing psychic damage to groups while further spreading terror.
  • Call for Aid: If they feel overwhelmed, the Black-Eyed Children call upon their spectral apparitions to distract enemies and buy time for retreat or healing.
  • Knife: If a Black-Eyed Child can get into melee range, it will use a Knife to deal damage, especially after incapacitating its opponents with fear or hypnotism.
  • Psychic Shriek: In the thick of battle, the Psychic Shriek can incapacitate or damage multiple enemies, giving the Black-Eyed Children an opportunity to retreat, regroup, or press the attack.

Special Abilities

  • Shadowstep (Su): Once per day, the Black-Eyed Children can teleport up to 30 feet as a move action to any unoccupied space they can see. After teleporting, they can make a Claw attack as a free action.
  • Unholy Endurance (Ex): The Black-Eyed Children are resistant to necrotic damage, taking only half damage from such attacks. Additionally, whenever they reduce an enemy to 0 hit points, they heal 5 hit points.
  • Legendary Actions:
    The Black-Eyed Children can take 2 legendary actions, choosing from the following options:
    • Hypnotic Stare (1 action): As a free action, the Black-Eyed Children fix their gaze on one target within 30 feet. The creature must succeed on a DC 18 Will save or become charmed for 1 minute.
    • Psychic Shriek (Costs 2 actions): As a free action, the Black-Eyed Children release a psychic wave. Creatures within 20 feet must make a DC 18 Will save or take 2d6 psychic damage and be stunned for 1 round.

Environmental Preferences & Behavior

Black-Eyed Children are malevolent beings that thrive in isolated, desolate places, such as abandoned towns, remote forests, or decaying urban areas. They prefer to hunt at night or in areas where darkness is prevalent, using their fear-based powers to trap, isolate, and control their prey.

They are not just predators but psychological tormentors, reveling in causing fear and discomfort. They avoid direct combat whenever possible, instead using their mental and supernatural powers to weaken and confuse their enemies before closing in for the kill.


Combat Actions

When the Black-Eyed Children encounter their prey, they use the following tactical approach:

  1. First Round:
    • Use Hypnotic Gaze to incapacitate the most dangerous foe.
    • If in a group, use Siphon Fear to damage and frighten multiple enemies.
  2. Second Round:
    • Use Psychic Shriek to stun enemies or force them into a position where they cannot escape.
    • If overwhelmed, use Shadowstep to retreat to a more advantageous position, or Call for Aid to summon ghostly allies.
  3. Subsequent Rounds:
    • If the enemy is still active, continue using Hypnotic Gaze and Aura of Dread to keep them under control.
    • If needed, use the Knife or Claws for direct physical damage while avoiding taking too much damage from foes.

Lore

The Black-Eyed Children are a race of malevolent outsiders that exist outside the normal bounds of reality. It is said they originate from the dark corners of the world, a place where nightmares and fears take form. They have a unique relationship with fear, feeding off the terror they provoke in others. They are often seen in places where something tragic or horrifying has occurred, and they thrive on loneliness and isolation.

Legends say that the only way to escape their presence is to invite them in—an invitation that often has deadly consequences. Few have managed to survive their encounters, and even fewer have left detailed accounts of the creatures’ true nature, for those who do often disappear mysteriously.


CR: 5

XP: 1,600

Black-Eyed Children
Create

Medium humanoid (Aberration), chaotic evil


Armor Class 15 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.


STRDEXCONINTWISCHA
10 (+0)16 (+3)16 (+3)14 (+2)12 (+1)18 (+4)

Saving Throws Dex +6, Cha +7
Skills Deception +7, Insight +4, Persuasion +7
Damage Resistances Psychic, Necrotic
Senses Darkvision 60 ft., passive Perception 11
Languages Common, Infernal, telepathy 60 ft.
Challenge 4 (1,100 XP)


TRAITS

  • Aura of Dread. Any creature that starts its turn within 30 feet of the Black-Eyed Children must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds on this saving throw is immune to the aura of dread for 24 hours.
  • Unnerving Presence. As a bonus action, the Black-Eyed Children can fix their unnerving gaze on one creature within 30 feet of them. The target must succeed on a DC 15 Charisma saving throw or be compelled to act as though in a trance. The creature is charmed and must obey the Black-Eyed Child’s requests to the best of its ability, unless doing so would directly harm it. This effect lasts for 1 minute or until the creature takes damage.
  • Unholy Endurance. The Black-Eyed Children are resistant to necrotic damage and heal 5 hit points whenever they reduce a creature to 0 hit points.

ACTIONS

  • Multiattack. The Black-Eyed Children make two attacks: one with their Knife and one with their Hypnotic Gaze.
  • Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
  • Hypnotic Gaze. The Black-Eyed Children lock eyes with a creature within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or become charmed for 1 minute. While charmed, the creature is incapacitated and can take no actions except to stand still. It has disadvantage on Wisdom (Perception) checks and is unable to make attacks. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Siphon Fear (Recharge 5-6). The Black-Eyed Children release a wave of dread in a 15-foot cone. Each creature in the area must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and is not frightened.
  • Call for Aid (1/Day). The Black-Eyed Children can summon 1d4 spectral apparitions that appear in unoccupied spaces within 30 feet. These apparitions have the statistics of Ghosts but with only 10 hit points each. They remain for 10 minutes or until destroyed.

REACTIVE ABILITIES

  • Shadowstep (Recharge 5-6). The Black-Eyed Children can teleport up to 30 feet to an unoccupied space they can see. After teleporting, they can make a Claw attack as a bonus action.

LEGENDARY ACTIONS

The Black-Eyed Children can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Black-Eyed Children regain spent legendary actions at the start of their turn.

  • Hypnotic Stare. The Black-Eyed Children force one creature within 30 feet to make a DC 15 Charisma saving throw or become charmed for 1 minute.
  • Psychic Shriek (Costs 2 Actions). The Black-Eyed Children release a wave of psychic energy. Each creature within 20 feet must succeed on a DC 15 Intelligence saving throw or take 10 (3d6) psychic damage and be stunned until the end of its next turn.

TACTICS AND BEHAVIOR

  • Ambush Strategy: The Black-Eyed Children prefer to attack at night, often appearing in isolated, quiet places like darkened streets, abandoned buildings, or desolate fields. They typically target lone or weak-willed creatures.
  • Psychic Manipulation: The Black-Eyed Children use Hypnotic Gaze and Aura of Dread to control and frighten their enemies, manipulating them into a state of helplessness. Their main goal is to weaken their prey mentally and emotionally before moving in for the kill.
  • Call for Aid: If overwhelmed, they will use Call for Aid to summon ghosts to distract and harass their enemies while they recover or retreat.
  • Siphon Fear: In battle, they will use Siphon Fear to deal significant psychic damage to groups and further increase the fear and panic of their enemies, following up with Shadowstep to keep the pressure on.

ENVIRONMENT AND MOTIVATION

The Black-Eyed Children are malevolent beings often found in dark, isolated locations. They thrive in areas where they can isolate and trap their prey, whether it be an abandoned town, a remote village, or within a lost forest. Their ultimate goal is to prey on the fear and weakness of living beings, feeding off the terror they induce. It is speculated that they may be linked to some greater, otherworldly power, perhaps vampires, demons, or eldritch creatures that serve a far darker purpose in the universe.


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