Hit Dice: 32d8+480 (624 hp)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 150 ft. (good)
AC: 42 (+11 Dex, 4 size, +25 natural)
Attacks: 4 claws +33 melee, 2 bites +30 melee
Damage: Claw 2d6+12, bite 2d8+6
Face/Reach: 20 ft. by 40 ft./10 ft.
Special Attacks: Improved grab, swallow whole, frightful presence, spell-like abilities
Special Qualities: Dark sight, light vulnerability, regeneration 10, DR 30/+6, SR 35, electricity and fire resistance 25
Saves: Fort +24, Ref +20, Will +23
Abilities: Str 35, Dex 32, Con 41, Int 30, Wis 26, Cha 29
Skills: Bluff +24, Intimidate +26, Listen +24, Spot +32
Feats: Cleave, Combat Reflexes, Deflect Arrows, Great Cleave, Flyby Attack, Improved Initiative, Large and in Charge, Multiattack, Power Attack, Weapon Focus (claw)
Epic Feats: Exceptional Deflection, Improved Combat Reflexes, Infinite Deflection, Reflect Arrows
Climate/Terrain: Any land
Challenge Rating: 24
Alignment: Always chaotic evil
Advancement: 3364 HD (Gargantuan), 65128 HD (Colossal)
Darken terrors are sadistic airborne predators can see only in darkness. They adore bloodshed, and are known to massacre entire downs for amusement.
A darken terror has no legs, just a long tail with which it slithers along, snakelike, if forced to the ground. Two elongated heads sit at the ends of a pair of long necks, and the creature has four seemingly spindly arms sporting claws like gargantuan stilettos. The entire body is covered in large, armorlike black scales.
Darken terrors prefer consuming many little meals to one big one, possibly because it means taking more life. and so devour large populations of humanoids instead of, say, a few elephants. A hungry darken terror descends on a likely village, smashes all the buildings with its deceptively strong arms, and snatches and eats the residents four by four. Fortunately, darken terrors rarely need to feed; unfortunately, they kill for fun as easily as for food.
Darken terrors are frighteningly intelligent. They speak Abyssal, Auran, Common, Draconic, and at least four other languages, and often taunt their victims as their devour their friends and relatives.
A darken terror's greatest advantage in combat is its speed, as the creature well knows. Darken terrors race around a battlefield, making flyby attacks and seldom standing still long enough for an opponent to make more than one attack in return. Those they recognize as a greater threat they fly by more often, but they still do not concentrate solely on the danger.
Improved Grab (Ex): If a darken terror hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Huge or smaller opponents. The darken terror has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage given for the claw.
Swallow Whole (Ex): If a darken horror begins its turn with an opponent held in one of its mouths, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite damage. A swallowed creature takes 4d6 points of bludgeoning damage and 3d6 acid damage every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can cut its way out by dealing 50 points of damage to the darken terror's digestive tract (AC 20) with a light slashing or piercing weapon. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A darken terror's gullet can hold one Huge, two Large, four Medium-size, eight Small, or sixteen Tiny or smaller creatures.
Frightful Presence (Ex): When a darken terror screeches (a standard action), it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent makes a Will save (DC 35) or becomes shaken for 5d6 rounds. A successful save leaves that opponent immune to the darken terror's frightful presence for 24 hours.
Spell-Like Abilities: At willcause fear, deeper darkness; 3/daygreater shadow evocation, shades, unholy aura; 1/dayinsanity, shadow walk. Caster level 26th; save DC 19 + spell level.
Dark Sight (Ex): A darken terror sees using darkness instead of light. For the terror, the spell darkness functions as light, and deeper darkness functions as daylight. The opposites are also true. Opponents gain concealment bonuses against the terror based on how much light there is instead of how little.
Light Vulnurability (Ex): Each round of exposure to direct sunlight deals 1 point of temporary constitution damage to a darken terror. Also, darken terrors take damage from spells such as searing light, sunbeam, and sunburst as though they were undead.
Regeneration (Ex): A darken horror takes normal damage from light attacks such as searing light, sunbeam, and sunburst.