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Pale Night

Pale Night
My Images (midjourney.com)
  • Pantheon: Abyssal Lords
  • Title: Mother of Demons
  • Symbol: White shroud
  • Home Plane: 600th layer of the Abyss
  • Level: Demon Lord
  • Alignment: Chaotic Evil
  • Aliases: The White Lady, The Veiled Mother
  • Superior: None
  • Traditional Allies: Baphomet
  • Traditional Foes: Other Demon Lords, Deities of Good
  • Divine Artifact: Unknown
  • Servants: Demons
  • Servitor Creatures: Demons of the Abyss
  • Sacred Animal: None
  • Manifestations: White shroud
  • Portfolio: Chaos, Madness, Motherhood (of demons)
  • Domains: Chaos, Evil
  • Favored Weapon: Unknown
  • Favored Class: Unknown
  • Favored Race: Demons
  • Gender: Female
  • Abode/Base of operations: Bone castle in the Endless Maze of Baphomet
  • Affiliation(s): Obyriths, Baphomet
  • Significant others: None

Appearance: Pale Night is an entity of spectral beauty and terror. Her form is concealed beneath a flowing, diaphanous white shroud that billows as if caught in an ethereal wind. The shroud suggests a feminine form, but it is merely a veil for the horror that lies beneath. Her true appearance is said to be so horrifying that reality itself refuses to reveal it, a testament to her unimaginable terror. This shroud is not just a cover, but a part of her, a manifestation of her essence that is as inseparable from her as her own demonic nature.

Behavior: Pale Night is not just a demon lord, she is an obyrith, one of the oldest and most powerful of demonkind. She embodies malevolence and sadism, delighting in the suffering and chaos she causes. But unlike many of her kind, she is also utterly capricious. Her actions and decisions are often inscrutable, guided by a logic and purpose known only to her. She rarely speaks, even to her own servants, her silence adding to her aura of mystery and dread.

Habitat: Pale Night makes her home in a bone castle, a macabre structure perched on a vast plateau in the Endless Maze of Baphomet, located on the 600th layer of the Abyss. This chaotic and dangerous realm is a reflection of her own unpredictable nature, a place where the landscape itself is as mutable and treacherous as its mistress. Here, amidst the twisting corridors and shifting walls of the maze, Pale Night holds court, her bone castle a beacon of eerie light in the eternal darkness of the Abyss.

Modus Operandi: Pale Night is a being of immense power, her might rivaling that of gods. She spreads insanity and confusion, her mere presence enough to drive mortals and immortals alike to madness. Her influence extends far beyond her own realm, with many demons across the Abyss owing their existence to her. She is a creator and a destroyer, a mother and a monster, her children both the spawn of her body and the victims of her madness.

Motivation: Pale Night’s motivations are as enigmatic as she is. As the Mother of Demons, she seems driven to spread chaos and madness, perhaps seeking to reshape the multiverse in her own terrifying image. Yet, there is a method to her madness, a purpose to her chaos. She is not just a destroyer, but a creator, her actions serving some inscrutable plan known only to her.


  • Pale Night 5e
  • Pale Night 3.5
Pale Night
My Images (midjourney.com)

Medium fiend (obyrith), chaotic evil


  • Armor Class 71 (natural armor)
  • Hit Points 1,180 (59d8 + 708)
  • Speed Fly 100 ft. (perfect)

STRDEXCONINTWISCHA
28 (+9)39 (+14)34 (+12)35 (+12)44 (+17)40 (+15)

  • Saving Throws Str +27, Dex +32, Con +30, Int +30, Wis +35, Cha +33
  • Skills Bluff +77, Concentration +74, Diplomacy +64, Disguise +77, Forgery +46, Gather Information +77, Hide +76, Intimidate +83, Knowledge (arcana) +74, Knowledge (history) +74, Knowledge (nature) +55, Knowledge (nobility and royalty) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +79, Move Silently +76, Perform (sing) +55, Search +50, Sense Motive +79, Spellcraft +80, Spot +79, Truespeak +74, Use Magic Device +77
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison; bludgeoning, piercing, and slashing from magical attacks
  • Condition Immunities charmed, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 29
  • Languages all, telepathy 1000 ft.
  • Challenge 50 (1,550,000 XP)

Innate Spellcasting. Pale Night’s spellcasting ability is Charisma (spell save DC 29, +21 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • Always active: Detect Law, Freedom of Movement, Nondetection, True Seeing
  • At will: Astral Projection, Chaos Hammer, Confusion, Desecrate, Detect Good, Greater Dispel Magic, Feeblemind, Imprisonment, Insanity, Magic Jar, Nightmare, Programmed Amnesia, Symbol of Insanity, Telekinesis, Greater Teleport, Unhallow, Word of Chaos

Legendary Resistance (3/Day). If Pale Night fails a saving throw, she can choose to succeed instead.

Magic Weapons. Pale Night’s weapon attacks are magical.

Regeneration. Pale Night regains 30 hit points at the start of her turn.

Actions


Multiattack. Pale Night makes two attacks with her dread touch.

Dread Touch. Melee Weapon Attack: +73 to hit, reach 5 ft., one target. Hit: 9d6 + 2d6 mental ability drain.

Embrace (1/Day). Pale Night can wrap her shroud around a creature as a standard action if she succeeds on a melee touch attack. If the creature fails a Will save (DC 54), it is placed in stasis as per temporal stasis. The creature is rendered utterly incorporeal, even to effects that typically affect such. Freedom, Miracle or Wish can restore the creature to life, if the caster succeeds on a caster level check (DC 58)

Form of Madness (1/Day). Those that attempt to see past Pale Night’s shroud must make a Fortitude save (DC 54) or be struck dead. Success indicates the creature takes 1d4 points of drain to all of his ability scores and gains 1d4 negative levels. In either case, the knowledge of what they saw is wiped from their minds.

Summon Obyriths (1/Day). Pale Night summons 1d6+1 Wastriliths.

Legendary Actions


Pale Night can take 3 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. Pale Night regains spent legendary actions at the start of her turn.

  • Attack. Pale Night makes one dread touch attack.
  • Cast a Spell (Costs 2 Actions). Pale Night casts a spell from her list of innate spells.
  • Summon Obyriths (Costs 3 Actions). Pale Night uses her Summon Obyriths action.
Pale Night
My Images (midjourney.com)

Pale Night, the so-called “Mother of Demons,” is an Abyssal Lord, both enigmatic and unbelievably ancient. She is a member of the demonic race called the qlippoths.

Pale Night’s form is incorporeal, and she appears as an empty flowing white shroud with the suggestion of a shapely female body underneath. It is said that Pale Night’s true form, as befits an qlippoth, is so hideous and terrifying that reality itself rejects it. The shroud that she “wears” hides it. To glimpse Pale Night’s true form risks madness and death.

Relationships

Ancient texts claim that Pale Night is the mother of Graz’zt, Lupercio, Zivorgian, and Vucarik in Chains. If she is indeed the mother of Graz’zt, she would also be the grandmother of Iuz, and possibly the mother of Rhyxali. Other texts make the bold claim that the entire tanar’ri race is descended from her in some way. She speaks only
very rarely and has not confirmed any of this. The same source quotes that she seems to have a mutual defense alliance with Baphomet.

Realm

Pale Night lives in a bone castle which sits on a vast plateau in the Endless Maze of Baphomet, on the 600th layer of the Abyss. She has a strong alliance with Baphomet, the Prince of Beasts, and has lived on his layer since long before he became a demon lord.

They do not work together, but each will defend the other’s home from assault. Pale Night’s castle looks like a giant grasping hand and is guarded by ambulatory bones and appendages. She rarely leaves this castle. It is said that those who stumble into her domain become new guardians for it.

Pale Night also rules the 471st layer of the Abyss, called Androlynne. Long ago, by guile and trickery, she manipulated the sense of concern the eladrin prince Ascodel, consort of Queen Morwel, felt for his race’s young to convince him to agree to a terrible pact. The pact trapped a whole generation of eladrin children on her layer, allowing Pale Night’s forces to hunt them down one by one at her leisure. Since then, the layer has become a battlefield between the forces of the demoness and the celestials that have come to protect the young eladrins.

Worshippers

Worshippers of Pale Night are rare; most of them are malevolent spellcasters obsessed with creating new breeds of half-fiends to unleash on the world.

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread

Pale Night
Medium outsider (Chaotic,
Cosmic, Evil, Incorporeal, Qlippoth)
Hit Dice59d8 + 708 (1,180 hp)
Initiative+22
SpeedFly 100 ft. (perfect)
Armor Class71 (+15 deflection, +14 Dexterity, +17 insight, +15 natural), touch 58, flat-footed 40
Base Attack/Grapple+59/+73
AttackDread touch +73 melee touch (9d6 plus 2d6 mental ability drain)
Full Attack2 dread touches +73 melee touch (9d6 plus 2d6 mental ability drain)
Space/Reach5 ft. /5 ft.
Special AttacksEmbrace, form of madness, spell-like abilities
Special QualitiesDamage reduction 40/epic, lawful and cold iron, Darkvision, evasion, fast healing 30, immunity to mind affecting and poison, material, resistance to acid 40, cold 40, electricity 40 and fire 40, shroud, Spell Resistance 54, unknowable, telepathy 1000 ft.
SavesFort +58, Ref +64, Will +67
AbilitiesStrength 28, Dexterity 39, Constitution 34, Intelligence 35, Wisdom 44, Charisma 40
SkillsBluff +77, Concentration +74, Diplomacy +64, Disguise +77 (+83 acting), Forgery +46, Gather Information +77, Hide +76, Intimidate +83, Knowledge (arcana) +74, Knowledge (history) +74, Knowledge (nature) +55, Knowledge (nobility and royalty) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +79, move silently +76, Perform (sing) +55, Search +50, Sense Motive +79, Spellcraft +80, Spot +79, Truespeak +74, Use Magic Device +77
FeatsAbility Focus (unknowable), Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative, Mobility, Quicken Spell-Like Ability (x3), Spring Attack, Whirlwind Attack
Epic FeatsEpic Ability Focus (unknowable), Epic Reflexes, Epic Will, Multispell-like (x2), Superior Initiative
Climate/TerrainThe Infinite Layers of the Abyss
OrganizationSolitary (unique)
Challenge Rating39
TreasureQuintuple Standard
AlignmentChaotic Evil

Dread Touch (Ex): Pale Night’s touch deals 2d6 points of ability score drain to Intelligence, Wisdom and Charisma. It deals 9d6 normal damage. The normal damage is based on Charisma.

Embrace (Su): Pale Night can wrap her shroud around a creature as a standard action if she succeeds on a melee touch attack. If the creature fails a Will save (DC 54), it is placed in stasis as per temporal stasis. The creature is rendered utterly incorporeal, even to effects that typically affect such. Freedom, miracle or wish can restore the creature to life, if the caster succeeds on a caster level check (DC 58)

Form of Madness (Su): Those that attempt to see past Pale Night’s shroud must make a Fortitude save (DC 54) or be struck dead. Success indicates the creature takes 1d4 points of drain to all of his ability scores and gains 1d4 negative levels. In either case, the knowledge of what they saw is wiped from their minds.

As a full round action, Pale Night can suppress her shroud, causing all creatures within 100 feet to save against her true form. However, suppressing her shroud more than once per day inflicts 1d4 Constitution and Charisma damage to Pale Night, so she rarely uses this ability more often. Pale Night’s true form is not a death effect and thus immunity to such does not protect one from its horror.

Spell-like Abilities: Always active – detect law, freedom of movement, nondetection, true seeing;

at will – astral projection, chaos hammer (DC 29), confusion (DC 29), desecrate, detect good, greater dispel magic, feeblemind (DC 30), imprisonment (DC 34), insanity (DC 32), magic jar (DC 30), nightmare (DC 30), programmed amnesia (DC 34), symbol of insanity (DC 32), telekinesis (DC 30), greater teleport, unhallow, word of chaos (DC 32)

Caster level 48th

Cosmic Entity: Pale Night has a +6 bonus to rank checks. She has a further +18 bonus to rank checks dealing with ability score drain, imprisonment, banishment and circumventing realm blocks. (Such as impeded spells, severed Astral links or forbiddance effects)

Material (Ex): Pale Night is capable of interacting with corporeal objects if she desires. She has a Strength score and natural armor but is still considered incorporeal for any attacks directed against her.

Shroud (Ex): Pale Night’s shroud gives her concealment, which means weapons that cannot strike incorporeal creatures suffer a 70% miss chance and those that can suffer a 20% miss chance. While wrapped in her shroud, Pale Night gains a bonus on her saves equal to her Charisma modifier.

Unknowable (Ex): Beyond her nondetection, Pale Night maintains her secrecy more than any other demon prince. Any creature succeeding on a Gather Information or Research check regarding her with a DC higher than 40 must make a Will save (DC 60). Failure indicates that his mind refuses the insight and he suffers 1 point of Intelligence, Wisdom and Charisma drain. Pale Night is also alerted to any such occurrences and may take personal actions against the fool. Successful divinations also carry this consequence, including ones that do not directly target Pale Night, such as commune.

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