Seated upon the central throne is a translucent, clean-shaven dwarf clad in expensive robes, eyes aglow with a hellish light.
Advanced Elite Darnoc CR 12
AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 dodge)
hp 153 (18d8+72)
Fort +10, Ref +10, Will +14
Defensive Abilities channel resistance +2, incorporeal; Immune cold, undead traits; SR 25
Speed fly 30 ft. (perfect)
Melee incorporeal touch +17 (1d8 negative energy plus curse of the grave)
Special Attacks symbol of discord
Morale It never flees from combat.
Str —, Dex 19, Con —, Int 15, Wis 16, Cha 18
Base Atk +13; CMB +17; CMD 32
Feats Ability Focus (symbol of discord), Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Wingover
Skills Fly +33, Intimidate +25, Knowledge (nobility) +20, Knowledge (religion) +23, Perception +24, Stealth +25
Languages Common, Dwarven, Ignan
Any damage dealt by the darnoc’s incorporeal touch attack does not heal naturally and resists all magical healing (potions, cure spells, and so on). Before the damage can be healed, the curse must first be broken with a break enchantment or remove curse spell (requiring a DC 20 caster level check for either spell).
Once per day as a standard action, a darnoc can scribe a symbol in the air. All creatures with an Intelligence score of 3 or higher within 60 feet who see the symbol must succeed on a DC 25 Will save or immediately fall into loud bickering and arguing. Meaningful communication is impossible.
If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds. Fighting begins 1d4 rounds into the bickering and lasts 2d4 rounds. Once triggered, the symbol lasts 2 hours. This is a mind-affecting effect. The save DC is Charisma-based.
It rejuvenates to full hit points 2d6 rounds after being reduced to 0 hp until presented with the deed to the citadel.
This is a vengeful spirit known as a darnoc. Now forever denied peace, the spiteful spirit is relegated to doorkeeper of the haunted palace while the imam holds the true keys to power in the palace above. He enjoys lording over others as much as possible, though, and allows the crazed indigents of the city to enter freely.
Though he can be destroyed, he always rejuvenates 2d6 minutes later to full hit points and pursues intruders as long as they remain in the palace portion of the citadel. The only way to permanently lay him to rest is to show him the deed to the citadel before slaying him, which reveals the futility of his chances to truly rule, and forces his soul to finally rest when slain. Unlike a normal darnoc, he is permanently incorporeal and does not create spawn.
Pathfinder 23: The Impossible Eye. Copyright 2009, Paizo Publishing, LLC; Author: Greg A. Vaughan
Darnoc from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.