Mythic Gloomwing


The twisted sable patterns on this enormous, purple-winged moth churn and twist in a maddening motion.

Mythic Gloomwing CR 5/MR 2

XP 1,600
N Large outsider (extraplanar, mythic)
Init +3; Senses darkvision 60 ft.; Perception +9


AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, -1 size)
hp 57 (5d10+30)
Fort +3, Ref +7, Will +5
DR 5/epic


Speed 10 ft., fly 40 ft. (good); shadow flightMA
Melee bite +6 (1d8+2), 2 claws +6 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks confusion, implant, mythic power (4/day, surge +1d6), overwhelm the weakened mindMA, pheromones


Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 12
Base Atk +5; CMB +8 ; CMD 21
Feats Ability Focus (confusion), Extra Mythic PowerMF, Flyby Attack, Hover
Skills Fly +5, Perception +9, Stealth +7 (+11 in dim light); Racial Modifiers +4 Stealth in dim light


Confusion (Su)

The eerie shifting of patterns on a gloomwing’s wings is hypnotic—any creature within 30 feet that does not avert its gaze from the gloomwing must make a DC 15 Will save at the start of each turn or become confused for 1 round. This is a mind-affecting effect—gloomwings and tenebrous worms are immune to this effect. The save DC is Charisma-based.

Implant (Ex)

A gloomwing can lay eggs inside a Small or larger helpless or dead creature as a full-round action that provokes attacks of opportunity. A creature implanted with gloomwing eggs must make a DC 14 Fortitude save each morning to avoid suffering 1d4 points of Constitution damage. Within 24 hours of a creature’s death from this damage, 1d4 young tenebrous worms emerge from the corpse, devouring it completely in the process. The eggs can be destroyed via any effect that cures disease, but the eggs themselves are not treated as a disease for purposes of what creatures are immune to this effect. The save DC is Constitution-based.

Overwhelm the Weakened Mind (Su)

The mythic gloomwing can expend one use of mythic power as a move action to cause its wing patterns to writhe in maddening motions that are too much for those minds already under attack by its confusion ability. Any creatures confused by the mythic gloomwing’s confusion ability must make a DC 15 Will save or be rendered unconscious for 1d6 rounds. This is a mind-affecting effect—gloomwings and tenebrous worms are immune to this effect. The save DC is Charisma-based.

Pheromones (Su)

After the first round of combat, a gloomwing can emit a strange, musky scent in a 30-foot radius as a free action. All creatures within this area (save for other gloomwings or tenebrous worms) must make a DC 14 Fortitude save each round to avoid becoming weakened by the pheromones. Once a creature fails a save against this effect, it takes a –4 penalty to its Strength score—this penalty lasts for as long as the battle continues and for 1 hour thereafter. Lesser restoration or any other effect capable of healing ability damage immediately removes this Strength penalty. The save DC is Constitution-based.

Shadow Flight (Ex)

While the mythic gloomwing is in dim light, it can fly at full speed without taking a penalty on Stealth checks. As a move action, it can expend one use of mythic power to teleport from one area of dim light to another within 120 feet as if using greater teleport. The mythic gloomwing must have line of effect to the destination.


Environment any (Plane of Shadow)
Organization solitary
Treasure none

Gloomworms that live and breed close to areas of the Shadow Plane tainted by the presence of greater evils (such as the Lord of Chains) often exhibit greater powers than their common kin. Areas inhabited by mythic gloomwings are doubly hazardous, as their more dangerous larvae are often nearby.

Gloomwings are strange, moth-like natives of the Plane of Shadow. Despite their appearance, they are not vermin and possess a crude but serviceable intelligence. Some gloomwings are conjured via magic to serve as guardians or even mounts, and occasionally a gloomwing will slip through a tear in the fabric of the planes and make the journey to the Material Plane on its own. A gloomwing loose on the Material Plane is active for 2 to 3 hours at dawn and again for 2 to 3 hours at dusk, preferring to spend the remaining hours of the day hiding in abandoned buildings, caves, or deep canyons or foliage where the shadows are thickest. During its periods of activity, it flies through the sky on the hunt for creatures to attack and implant its eggs in—the gloomwing does not need to eat, leaving this urge to propagate its species as its primary drive.

For all the dangers a gloomwing presents, it is the creature’s young that pose the gravest threat. These creatures are known as tenebrous worms, and despite being the larval form of the adult gloomwing, are much more dangerous creatures. The fact that a gloomwing can lay several eggs a day if presented with enough living hosts makes them dangerous not for what they can inflict themselves, but for what they can spawn.

Section 15: Copyright Notice

Faerie Bestiary (PF1) © 2023, Legendary Games; Authors Jason Nelson, Mike D. Welham, Matt Goodall, Victoria Jaczko, Alistair J. Rigg, Greg A. Vaughan, Tom Phillips

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