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.
Speed 20 ft.
Str 11, Dex 13, Con 15, Int 16, Wis 18, Cha 15
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.
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).
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.
Environment any land
Treasure none (see text)
The midnight peddler wanders city streets and is normally only encountered on fog-covered nights. He is first detected by the audible squeaking of the cart he pushes, the sound growing louder as he draws closer. The sound can be heard at a range of 300 feet with a successful DC 12 Perception check. The midnight peddler moves with a slow gait as he pushes his wooden cart. The contents of his cart vary each time he visits the Material Plane, but at any given time, he has available any item listed in the Equipment section with a value of 50 gp or less.
The midnight peddler shuns combat. If forced into battle, he uses his death chill ability at first opportunity and then plane shifts away.
Midnight Peddler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.