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Dark Stalker (3pp)

This creature appears as a man-sized humanoid with pallid skin. It is clothed in filthy and tattered robes of blackish-gray. The stench of rotted meat and dung clings to this creature

Dark Stalker CR 4

XP 1,200
CN Medium humanoid (dark folk)
Init +4; Senses see in darkness; Perception +8

DEFENSE

AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
hp 39 (6d8+12)
Fort +4, Ref +9, Will +2
Weaknesses light blindness

OFFENSE

Speed 30 ft.
Melee 2 short swords +6 (1d6+2/19–20 plus poison)
Special Attacks death throes, sneak attack (+3d6)
Spell-Like Abilities (CL 6th)

At willdeeper darkness, detect magic, fog cloud

STATISTICS

Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13
Base Atk +4; CMB +6; CMD 20
Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
Skills Climb +10, Perception +8, Sleight of Hand +5, Stealth +8; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
SQ poison use
Combat Gear 6 doses of black smear poison; Other Gear leather armor, 2 short swords

SPECIAL ABILITIES

Death Throes (Su)

When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage. A dark stalker’s gear and treasure are unaffected by this explosion. This save is Constitution-based.

Poison use (Ex)

Dark stalkers are skilled in the use of poison and never risk accidentally poisoning themselves. Like their diminutive kin, the dark creepers, dark stalkers use black smear poison on their weapons and generally carry six doses on them.

Black Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Constitution-based.

See in Darkness (Su)

A dark stalker can see perfectly in darkness of any kind, including that created by deeper darkness.

Dark Stalker Characters

Dark stalkers possess racial Hit Dice and may have class levels. Dark Creepers have the following racial traits.

  • +2 Strength, +6 Dexterity, +4 Constitution, +2 Wisdom, +4 Charisma. Dark stalkers are powerful and have a commanding presence
  • Movement: A dark stalker’s base land speed is 30 feet.
  • Senses: Darkvision 60 ft. (a dark stalker can see perfectly in darkness out to 60 feet.)
  • Racial Hit Dice: Dark stalkers begin play with 6 levels of humanoid, which provides 6d8 HD, a base attack bonus of +4, and base saves of Fort +2, Ref +5, Will +2.
  • Racial Skills: A dark stalker’s humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Dark stalkers receive a +4 racial bonus on Climb, Perception and Stealth checks.
  • Racial Feats: A dark stalker’s humanoid levels give it three feats.
  • AC: Dark stalkers receive a +2 natural armor bonus
  • Spell-like abilities: Dark stalkers can cast deeper darkness, detect magic, and fog cloud at will. Their caster level is equal to their Hit Dice
  • Special Attacks: Death throes, poison use (see above)
  • Special Qualities: Light blindness, see in darkness (see above)
  • Languages: Dark Stalkers begin play speaking Dark Folk. Dark stalkers with high intelligence may choose from the following bonus languages: Common, Undercommon, Goblin, Orc