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Midnight Peddler

This creature appears as a normal human, cloaked in a long gray hooded robe. A long protruding, sharp jaw can be seen under the hood. He moves with a shuffling gait, pushing a wooden cart that squeaks as it rolls along.

Midnight Peddler CR 6

XP 2,400
N Medium outsider (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +16

DEFENSE

AC 16, touch 11, flat-footed 15 (+1 Dex, +1 dodge, +5 natural)
hp 52 (7d10+14)
Fort +6, Ref +6, Will +9

OFFENSE

Speed 20 ft.
Melee touch +7 (death chill)
Special Attacks death chill

STATISTICS

Str 11, Dex 13, Con 15, Int 16, Wis 18, Cha 15
Base Atk +7; CMB +7; CMD 19
Feats Alertness, Dodge, Great Fortitude, Improved Initiative
Skills Bluff +12, Craft (wood) +12, Diplomacy +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +12, Perception +16, Profession (peddler) +10, Sense Motive +16, Survival +10
Languages Common, Celestial, Abyssal, Terran
SQ divination, plane shift

SPECIAL ABILITIES

Death Chill (Su)

The touch of the midnight peddler deals 1d4 negative levels to a living creature. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Constitution-based. The midnight peddler gains 5 temporary hit points for each negative level bestowed.

Divination (Su)

The peddler provides advice and answers correctly any one question asked of him by any creature who buys something from his cart. This ability functions similar to a divination spell (caster level 12th).

Plane Shift (Su)

The midnight peddler can plane shift (as the spell) to any inner or outer plane as a move action. His cart (and any non-living matter contained therein) shifts with him. This ability otherwise functions as the spell of the same name.