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Dark Creeper

Filthy, reeking black rags wrap this small humanoid from head to toe, leaving only its hands and pale white nose visible.

Dark Creeper
CR 2

XP 600
CN Small humanoid (dark folk)
+3; Senses see in darkness; Perception +4


AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
19 (3d8+6)
+3, Ref +6, Will +1
light blindness


Speed 30 ft.
dagger +6 (1d3/19–20 plus poison)
Special Attacks
death throes, sneak attack (+1d6)
Spell-Like Abilities
(CL 3rd)
At will—darkness, detect magic


Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8
Atk +2; CMB +1; CMD 14
Skill Focus (Sleight of Hand), Weapon Finesse
Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Dark Folk
poison use, rag armor


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.

Image used by permission of Purple Duck Games.