XP 600
CN Small humanoid (dark folk)
Init +3; Senses see in darkness; Perception +4
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 19 (3d8+6)
Fort +3, Ref +6, Will +1
Weaknesses light blindness
OFFENSE
Speed 30 ft.
Melee dagger +6 (1d3/19–20 plus poison)
Special Attacks death throes, sneak attack (+1d6)
Spell-Like Abilities (CL 3rd)
At will—darkness, detect magic
STATISTICS
Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +1; CMD 14
Feats Skill Focus (Sleight of Hand), Weapon Finesse
Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
SQ poison use, rag armor
SPECIAL ABILITIES
Death Throes (Su)
When
a dark creeper is slain, its body combusts in a flash of bright white
light, leaving its gear in a heap on the ground. All creatures within a
10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6
rounds. Other dark creepers within 10 feet are automatically blinded
for at least 1 round, due to their light blindness. The save is
Constitution-based.
Poison Use (Ex)
Dark creepers are skilled in the use of poison and never risk
accidentally poisoning themselves. Dark creepers favor a foul-smelling
black paste distilled from certain deep-underground fungi known as
black smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Rag Armor (Ex)
A dark creeper's multiple layers of filthy rags function as leather armor when worn by one of their kind.
See in Darkness (Su)
A dark creeper can see perfectly in darkness of any kind, including that created by deeper darkness.