Dark Young

Dark Young, Adolescent (CR 7)

XP 3,200
CE Large aberration
Init +8; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +14
Aura unnerving susurrus (Will DC 18; 5 ft.)

Defense

AC 21, touch 17, flat-footed 13 (+8 Dex, +4 natural, –1 size)
hp 60 (8d8+24); fast healing 5
Fort +9, Ref +11, Will +9
Defensive Abilities all-around vision, hollow; Immune acid, disease, mind-affecting effects, poison; Resist cold 10, fire 10; SR 18

Offense

Speed 30 ft.
Melee 5 tentacles +10 (1d6+5 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks constrict (1d6+5), powerful tentacles

Sorcerer Spells Known (CL 6th; concentration +10)
3rd (4/day)—contagion (DC 17)
2nd (6/day)—detect thoughts (DC 16), spider climb
1st (7/day)—cure light wounds, entangle (DC 15), expeditious retreat, obscuring mist
0 (at will)—dancing lights, detect magic, ghost sound (DC 14), guidance, mage hand, message, touch of fatigue (DC 14)

Statistics

Str 21, Dex 26, Con 16, Int 15, Wis 17, Cha 18
Base Atk +6; CMB +12 (+16 grapple); CMD 30
Feats Combat Expertise, Combat Reflexes, Eschew Materials, Extend Spell
Skills Knowledge (nature) +13, Profession (Yog-Sothothery philosopher) +10, Perception +14, Sense Motive +11, Stealth +17 (+25 in forests), Survival +20; Racial Modifiers +8 Stealth in forests
Languages Aklo, Sylvan
SQ freeze, toxic flesh

Ecology

Environment any forest
Organization solitary, pair, or brood (3–10)
Treasure standard

Special Abilities

Hollow (Ex) An adolescent dark young’s body is hollow, and as it lacks vital organs, it is immune to critical hits and precision damage (such as the additional damage dealt by sneak attacks). It is treated as a creature two size categories smaller than itself for determining the effects of high winds.

Powerful Tentacles (Ex) A dark young’s tentacles are primary attacks. When a dark young grapples, it does so using only its tentacles and does not take the normal penalty for doing so.

Spells A dark young casts spells as a 6th-level sorcerer, and can choose spells from the druid list in addition to those from the sorcerer/wizard spell list. All of these are treated as arcane spells (and do not require divine focus components) when cast.

Toxic Flesh (Ex) A dark young’s flesh is toxic if eaten. (Adolescent Dark Young Flesh—ingested; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d2 Constitution damage and 1 Wisdom drain; cure 2 consecutive saves.) A creature that eats dark young flesh is ten times as likely to fertilize a partner or become pregnant during intercourse for 24 hours after being affected by eating dark young flesh. All children born or sired from such couplings are Mythos satyrs, outer mutants, or other strange horrors. The save DC is Constitution-based.

Unnerving Susurrus (Su) A dark young constantly whispers and murmurs from its countless mouths. All creatures within 5 feet of a dark young must make a DC 18 Will save at the start of their turn or become distracted and unsettled by the eerie, grating sound. The first time a creature fails this save it becomes shaken for 1 round. If a creature who had the shaken condition in the previous round due to this ability fails to save against the unnerving susurrus, it instead becomes confused for 1 round. Once a creature successfully saves against this effect, it is immune to that particular dark young’s unnerving susurrus for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.


Dark Young, Adult (CR 11)

XP 12,800
CE Large aberration
Init +11; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +21
Aura unnerving susurrus (Will DC 22; 5 ft.)

Defense

AC 25, touch 16, flat-footed 18 (+7 Dex, +9 natural, –1 size)
hp 123 (13d8+65); fast healing 10
Fort +9, Ref +11, Will +13
Defensive Abilities all-around vision, hollow; Immune acid, disease, mind-affecting effects, poison; Resist cold 20, fire 20; SR 22

Offense

Speed 30 ft.
Melee 5 tentacles +16 (1d6+8 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks constrict (1d6+8), powerful tentacles

Sorcerer Spells Known (CL 10th; concentration +16)
5th (4/day)—tree stride
4th (6/day)—air walk, command plants (DC 20)
3rd (7/day)—contagion (DC 19), dispel magic, plant growth
2nd (8/day)—blindness/deafness (DC 18), darkness, detect thoughts (DC 18), spider climb
1st (8/day)—cure light wounds, entangle (DC 17), expeditious retreat, grease (DC 17), obscuring mist
0 (at will)—bleed (DC 16), dancing lights, detect magic, flare (DC 16), ghost sound (DC 16), guidance, mage hand, message, touch of fatigue (DC 16)

Statistics

Str 26, Dex 24, Con 21, Int 15, Wis 21, Cha 22
Base Atk +9; CMB +18 (+24 grapple); CMD 34
Feats Combat Expertise, Combat Reflexes, Eschew Materials, Extend Spell, Improved Initiative, Power Attack, Quicken Spell
Skills Knowledge (nature) +18, Profession (Yog-Sothothery philosopher) +15, Perception +21, Sense Motive +18, Stealth +18 (+26 in forests), Survival +21; Racial Modifiers +8 Stealth in forests
Languages Aklo, Sylvan
SQ freeze, toxic flesh

Ecology

Environment any forest
Organization solitary, pair, or brood (3–10)
Treasure standard

Special Abilities

Partly Hollow (Ex) An adult dark young is treated as a creature one size category smaller than itself for determining the effects of high winds.

Spells An adult dark young casts spells as a 10th-level sorcerer, and can choose spells from the druid list in addition to those from the sorcerer/wizard spell list. All of these spells are arcane spells (and do not require divine focus components) when cast.

Toxic Flesh (Ex) A dark young’s flesh is toxic if eaten. (Adult Dark Young Flesh—ingested; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and 1 Wisdom drain; cure 2 consecutive saves.) A creature that eats dark young flesh is ten times as likely to fertilize a partner or become pregnant during intercourse for 24 hours after being affected by eating dark young flesh. All children born or sired from such couplings are Mythos satyrs, outer mutants, or other strange horrors. The save DC is Constitution-based.


Dark Young, Mature (CR 15)

XP 51,200
CE Large aberration
Init +10; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +28
Aura unnerving susurrus (90 ft.; Will DC 27)

Defense

AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, –1 size)
hp 225 (18d8+144); fast healing 10
Fort +14, Ref +12, Will +18
Defensive Abilities all-around vision; Immune acid, disease, mind-affecting effects, poison; Resist cold 20, fire 20; SR 26

Offense

Speed 30 ft.
Melee 5 tentacles +23 (1d6+10/19–20 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks constrict (1d6+10), disorienting grapple, powerful tentacles

Sorcerer Spells Known (CL 13th; concentration +21)
6th (5/day)—acid fog, greater dispel magic
5th (7/day)—nightmare (DC 23), tree stride, wall of thorns
4th (8/day)—air walk, black tentacles, command plants (DC 22), phantasmal killer (DC 22)
3rd (8/day)—contagion (DC 21), displacement, greater magic fang, plant growth
2nd (8/day)—barkskin, blindness/deafness (DC 20), darkness, detect thoughts (DC 20), spider climb
1st (8/day)—cure light wounds, entangle (DC 19), expeditious retreat, grease (DC 19), obscuring mist
0 (at will)—bleed (DC 18), dancing lights, detect magic, flare (DC 18), ghost sound (DC 18), guidance, mage hand, message, touch of fatigue (DC 18)

Statistics

Str 31, Dex 22, Con 26, Int 15, Wis 25, Cha 26
Base Atk +13; CMB +24 (+30 grapple); CMD 40 (42 vs. grapple)
Feats Combat Expertise, Combat Reflexes, Eschew Materials, Extend Spell, Improved Critical (tentacles), Improved GrappleB, Improved Initiative, Power Attack, Quicken Spell, Weapon Focus (tentacles)
Skills Knowledge (nature) +23, Profession (Yog-Sothothery philosopher) +20, Perception +28, Sense Motive +25, Stealth +23 (+31 in forests), Survival +28; Racial Modifiers +8 Stealth in forests
Languages Aklo, Sylvan
SQ freeze, toxic flesh

Ecology

Environment any forest
Organization solitary, pair, or brood (3–10)
Treasure standard

Special Abilities

Disorienting Grapple (Ex) When a mature dark young grapples a creature that is smaller than itself, it tosses and juggles the creature in the air. The juggled creature still has the grappled condition during this disorienting juggling, and in fact the nature of the grappling means that any attempt to escape the grapple suffers a –4 penalty to the roll.

Spells A mature dark young casts spells as a 13th-level sorcerer, and can choose spells from the druid list in addition to those from the sorcerer/wizard spell list. All of these spells are arcane spells (and do not require divine focus components) when cast.

Toxic Flesh (Ex) A dark young’s flesh is toxic if eaten. (Mature Dark Young Flesh—ingested; save Fort DC 27; frequency 1/round for 8 rounds; effect 1d2 Constitution damage and 1 Wisdom drain; cure 2 consecutive saves.) A creature that eats dark young flesh is ten times as likely to fertilize a partner or become pregnant during intercourse for 24 hours after being affected by eating dark young flesh. All children born or sired from such couplings are Mythos satyrs, outer mutants, or other strange horrors. The save DC is Constitution-based.

Unnerving Susurrus (Su) A mature dark young's unnerving susurrus affects creatures at a range of 90 feet.


The dark young is a terrifying spawn either of Shub-Niggurath herself or one of her daughters. The creatures are typically nurtured somewhere outside the normal dimensions of space-time and only unleashed into the normal universe when fully adult.

A dark young can attack in any direction easily. It cannot be surprised or attacked from “behind.”

It attacks with numerous tentacles, grasping and constricting and crushing. It likes to throw people in the air with its tentacles, catch them, then toss them again, playing a macabre juggling act with its victims to disorient them and make it that much harder for them to break free from their clutches. Each time the victim lands, the dark young swiftly constricts and crushes them, then tosses him again.

All but the most mature dark young are found to be mostly if not entirely hollow when killed, their shells shriveling in a matter of days. Their flesh is highly poisonous when ingested, but is also a powerful aphrodisiac.

Each dark young is slightly different, much as each tree has a slightly different shape. A given specimen has 2 to 4 thick hooved legs supporting it. These tentacled horrors can grow quite large. From hoof to the tips of their tentacles they may be dozens of feet high, and usually weigh several tons. However, due to their hollowness, immature ones are strangely light and might weigh less than 1,000 pounds.


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