![[PaleNightPic.webp]] # Pale Night _Obyrith Demon Lord | Mother of Demons | [[Endless Maze]]_ ## Summary One of the most ancient and terrifying obyriths, predating even the tanar'ri rebellion. Appears as a tall, gaunt woman wrapped in a flowing gown concealing her true form—those who glimpse what lies beneath are driven instantly mad. Mother to countless fiends including [[Graz'zt]] and [[Rhyxali]]. Her most twisted scheme involved seducing [[Corellon Larethian]] himself, producing [[Rhyxali]]—a half-fey, half-demon daughter. Working with [[Pazuzu]] and Graz'zt, she orchestrated the murder and replacement of [[Sarastra Aestruum]], corrupting the Shadow Court for centuries. Later participated in [[Oberon]]'s assassination at the Grandfather Tree alongside [[Obox-Ob]] and Pazuzu. From her Bone Castle, she ruled a realm of mirrors and deception. The party ventured there to rescue Oberon's soul, navigating her labyrinthine castle where every reflection revealed painful truths. During the final battle of Waterdeep, [[Dusk]]'s undead legions defeated the Mother of Demons. Dusk claimed her soul as the ultimate prize. %% ## Now _Her soul held by [[Dusk]], claimed as his prize after her defeat at Waterdeep._ ## Appearance _Soul captured. Fill in if encountered via flashback or resurrection._ ## Personality _Soul captured. Fill in if encountered via flashback or resurrection._ ## Stats *Official bestiary stat block — Ezmerelda's Encyclopedia of Evil, p. 87.* *Medium Fiend (Obyrith, Demon), Chaotic Evil* > Mother of Demons. Pale Night appears as a fleeting glimpse of a feminine figure wholly concealed by rippling energies like an ethereal white sheet — to see past her shroud is almost certain death. Ancient even by obyrith standards, she dwells in a castle of bone on the 600th layer of the Abyss (a layer otherwise associated with Baphomet, who respects her sanctum). Various ancient texts name her as the mother of Graz'zt, of the lamia, or even of the first tanar'ri demons. **AC** 18 (natural armor) | **HP** 253 (22d8 + 154) | **Speed** 30 ft., Fly 60 ft. (hover) **CR** 23 (50,000 XP) | **Proficiency Bonus** +7 | STR | DEX | CON | INT | WIS | CHA | |:---:|:---:|:---:|:---:|:---:|:---:| | 16 (+3) | 18 (+4) | 25 (+7) | 22 (+6) | 28 (+9) | 24 (+7) | **Saving Throws** Dex +11, Con +14, Int +13, Wis +16 **Skills** Arcana +13, History +13, Perception +23 **Damage Resistances** Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from magical weapons **Damage Immunities** Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks **Condition Immunities** Charmed, Exhaustion, Frightened, Poisoned **Senses** Truesight 120 ft., Passive Perception 33 **Languages** All, telepathy 120 ft. ### Traits **Ethereal Walker.** Pale Night can target and affect creatures in the Border Ethereal. **Mother of Demons.** Demons summoned by Pale Night cannot be compelled to attack her. Other demons, including those controlled by another creature, treat Pale Night as though she is under a permanent *sanctuary* spell (DC 24). Demon lords and obyriths automatically succeed on their saving throw against this effect. **Incorporeal Movement.** Pale Night can move through other creatures and objects as if they were Difficult Terrain. She can move through any fiend she commands without treating it as difficult terrain. She takes 5 (1d10) Force damage if she ends her turn inside an object. **Magic Resistance.** Pale Night has Advantage on saving throws against spells and other magical effects. **Legendary Resistance (3/Day).** If Pale Night fails a saving throw, she can choose to succeed instead. **Regeneration.** Pale Night regains 10 Hit Points at the start of her turn if she has at least 1 HP. **Innate Spellcasting.** Pale Night's spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). She can innately cast the following spells, requiring no material or verbal components: - At will: *confusion*, *dispel magic*, *misty step*, *summon lesser demons* - 2/day each: *summon greater demon* - 1/day each: *maddening darkness*, *teleport* ### Actions **Multiattack.** Pale Night makes two Draining Touch attacks. **Draining Touch.** *Melee Spell Attack:* +16, reach 5 ft. *Hit:* 22 (2d12 + 9) Psychic damage, and the target must succeed on a DC 24 *Wisdom Saving Throw* or its Charisma score is reduced by 1d4. Pale Night can't reduce a target's Charisma more than once before the start of her next turn. A target reduced to Charisma 0 becomes an ethereal spirit as though it failed a save against Embrace, but the effect is permanent unless ended with *wish*, which returns the creature and restores its Charisma. **Embrace.** Pale Night envelops a creature she can see within 20 feet with a portion of her shroud. *Charisma Saving Throw:* DC 24. *Failure:* The creature becomes incorporeal for 1 minute. While in the Border Ethereal, the creature passes through creatures and objects as if they weren't there and can't affect other creatures with attacks, spells, or other abilities. The creature can repeat the save at the end of each of its turns, ending early on a success. An affected creature can choose to end the effect on itself at the end of its turn without making a save; doing so deals 5d10 Psychic damage and inflicts 1 level of Exhaustion. **Truth Beyond the Veil (1/Day).** Pale Night suppresses the shroud concealing her true form. Each creature within 120 feet that can see her must make a DC 22 *Constitution Saving Throw*. *Failure:* The creature drops to 0 Hit Points. *Success:* 22 (4d10) Psychic damage, and the creature must make a DC 22 *Wisdom Saving Throw* or descend into a madness from the Madness of Pale Night table. A creature already afflicted by one of these madnesses does not roll again. ### Legendary Actions Legendary Action Uses: 3. Immediately after another creature's turn, Pale Night can expend a use to take one of the following actions. She regains all expended uses at the start of each of her turns. **Draining Touch.** Pale Night makes one Draining Touch attack. **Vanish.** Pale Night becomes Invisible and can teleport to an unoccupied space she can see within 30 feet. The invisibility lasts until she moves, attacks, or takes an action. ### Lair Actions On initiative count 20 (losing initiative ties), Pale Night can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: - **Bone Castle Vigor.** Pale Night gains 5 Temporary Hit Points for each creature in her lair affected by Embrace, Draining Touch, or by a madness effect from Pale Night. - **Pillars of Bone.** Pillars of bone rise from the ground and attempt to ensnare each creature of Pale Night's choice that she can see. *Dexterity Saving Throw:* DC 19. *Failure:* The target is Restrained until initiative count 20 of the next round. - **Demonic Favor.** Demons within 90 feet of Pale Night have Advantage on attack rolls and saving throws until initiative count 20 of the next round. This includes demons hostile to Pale Night. ### Regional Effects The region containing Pale Night's lair is warped by her magic, creating one or more of the following effects: - Creatures that sleep within 1 mile of Pale Night's lair sometimes awaken to find themselves kneeling and facing her castle of bone, hands clasped in feverish worship. - Demons of Challenge Rating 1 or lower spawn spontaneously in areas within 1 mile of the lair, appearing from a tear in reality like a rippling cloth. - If a humanoid spends at least 1 hour within 1 mile of the lair, it must succeed on a DC 19 *Wisdom Saving Throw* or descend into a madness from the Madness of Pale Night table. On a success, that creature is immune to this regional effect for 24 hours. If Pale Night dies, these effects fade over 1d10 days. ### Madness of Pale Night Table | d100 | Madness Effect (character flaw until cured) | |:---:|---| | 01–20 | "I must prevent myself and others from disturbing the solace of the bone castle." | | 21–40 | "The great truth of the universe is hidden behind Pale Night's veil." | | 41–60 | "It would serve my life's purpose for my bones to be added to this magnificent castle." | | 61–80 | "I feel a familial connection to demons. They are precious things." | | 81–100 | "Pale Night is our mother. I must ensure my companions and I respect her." | ### Notes **Combat rhythm.** Pale Night is a save-or-die controller wrapped in a shroud. She opens with *summon lesser demons* or *summon greater demon* (Mother of Demons makes the summons impossible to turn against her, plus the Demonic Favor lair action gives every demon in the room Advantage). Multiattack is two Draining Touches — each deals psychic damage AND chips 1d4 Charisma per turn against a single target. A bard, sorcerer, or warlock who fails twice can be permanently exiled to the Border Ethereal in two rounds. Embrace is the secondary lockout: take a frontliner out of the fight for a minute. Truth Beyond the Veil is the panic button — drop everyone in line of sight to 0 HP at DC 22 Con (or madness on a success). Regeneration + Magic Resistance + Legendary Resistance ×3 make her durable; the party must spike concentrated magical damage and counter her summons. **Source.** *Ezmerelda's Encyclopedia of Evil* (Alex Clippinger, DMs Guild), p. 87. --- %%