The thieves were locked up high in the stone tower, waiting for their hired wizard to get them out of a jam. Just outside the tower the Prince of Zolstova called upon his own wizard, one much more nefarious, and competent, than the spellcaster high above.
Urging the prince to look away for a time, the dread wizard cast a horrible spell. The ground darkened before him and a quartet of smooth skinned, dark blue nightmares crawled from the earth, milky white eyes glaring around for prey, each had four arms and a spindly, yet muscular look. Sharp ivory fangs lurked in those vicious mouths, ready to render flesh from bone. The daemons bobbed and weaved, hunched over before the necromancer who had conjured them from their earthy slumber.
With a commanding gesture the dark wizard sent the daemons up the tower, which they began to climb with ease, fixing their fiendish eyes on the small window near the top of the tower. Those within the tower, peering down and seeing the creatures climbing towards them, were seized with fright and became more frantic.
As the night daemons drew closer the hired wizard began to climb out of the window, shakily he unfurled what appeared to be a medium sized rug or carpet that seemed to hang precariously in the air. Then one of the thieves could be seen leaping onto the carpet, then another, and a third. As the magic-user contemplated his leap one of the nightblue daemons let out a horrifying scream, somehow the spellcaster lost his footing and plummeted to the ground. The thieves, not knowing how to steer the flying carpet, awaited their fate fearfully.
Down below the necromancer and the prince bickered over the spoils that were soon to return once the thieves were dealt with. With a wary eye on the carnage above, the prince was a bit more generous than he normally would have been and he wondered just what else the dark wizard kept up his sleeve.
Frightening in appearance, the Night Daemon is a type of earthbound spirit or demon that leaves terror and fear in its wake. Standing around five and a half feet tall, these sinewy daemons have four arms, each with a taloned hand which gives them up to four claw attacks in close combat and assist these creatures in climbing. With their deep blue hides (almost like that of a seal) these terrors work most effectively at night and are sometimes recruited as assassins by those willing to deal with such horrid creatures. The worst weapon in the arsenal of the Night Daemon is the Nightmare Scream, which causes all within a 90 foot radius to suffer from ghastly nightmares for the next three days.
Night Daemon: HD 3 +4; AC 3; Atk: Bite (1d6), Claws (1d6+2); Move 9 ; Save 13; CL/XP 5/240; Special: Immune to poisons and non-magical weapons, Nightmare Scream: Causes all within a 90 foot radius to make a Saving Throw or be haunted by terrible nightmares for the next three nights. This causes the character to be at -2 on Saving Throws for the duration of this effect, suffering from a lack of sleep by constantly waking up from their night terrors (this often leads to these creatures being attacked the first thing with subsequent encounters), Four Armed: Night Daemons can make four claw attacks per round and their talons allow them to climb any surface that isn’t as smooth as glass.
Variant: There are dark rumors that magical experimentation on these wicked daemons has spawned a creature with their two lower arms fused together that form a sort of bio-mechanical crossbow. This would reduce the number of attacks in close combat to two and cause climbing to be harder for a Night Daemon, but this would grant them a ranged attack (Damage 1d6+1, range 100 feet) with sharp, bone-like projectiles.