Dark Stalker Mercenary

The tall pale humanoid’s black eyes search his surroundings with quiet confidence.

Dark Stalker Mercenary CR 12

XP 19,200
Skilled
CN Medium humanoid (dark folk, extraplanar)
Init +10; Senses darkvision 60 ft., see in darkness, trace teleport 60 ft.; Perception +30

DEFENSE

AC 28, touch 16, flat-footed 21 (+2 armor, +6 Dex, +1 dodge, +9 natural)
hp 161 (14d8+98)
Fort +11, Ref +15, Will +11 (+13 vs. charm effects)
Defensive Abilities guarded thoughts; SR 28

OFFENSE

Speed 30 ft.
Melee 2 +1 short swords +20/+15 (1d6+9/17-20 plus poison)
Special Attacks shadow walker, sneak attack +6d6
Spell-Like Abilities (CL 14th)

STATISTICS

Str 26, Dex 23, Con 24, Int 19, Wis 25, Cha 18
Base Atk +10; CMB +18; CMD 38
Feats Alertness, Combat Reflexes, Defensive Combat Training, Dodge, Improved Critical (short sword), Improved Initiative, Skill Focus (Stealth)B, Weapon Focus (short sword)
Skills Acrobatics +23, Bluff +21, Climb +25, Escape Artist +23, Knowledge (arcana, planes) +21, Perception +30, Sense Motive +26, Sleight of Hand +23, Stealth +33 (+45 in shadows); Racial Modifiers +4 Perception, +4 Stealth (+12 in shadows)
Languages Abyssal, Celestial, Common, Dark Folk, Undercommon
SQ superior two-weapon fighting, uncanny dodge

SPECIAL ABILITIES

Guarded Thoughts (Ex)

Mercenary dark stalkers are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Poison Use (Ex)

Mercenary dark stalkers are skilled in the use of poison and never risk accidentally poisoning themselves.

Black Smear injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d3 Str; cure 1 save.

Shadow Walker (Su)

During any condition other than bright light, the mercenary dark stalker can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability. While using this ability, the mercenary dark stalker can teleport from that particular shadow to another shadow. The shadow he enters must have a space at least equal to his. By moving into a shadow, he instantly knows the location of all other shadows within 3,000 feet and may choose whether he wants to pass into one or simply step back out of the shadow he moved into.

ECOLOGY

Environment any (Plane of Shadow)
Organization solitary or pair
Treasure double (+1 short swords [2], black smear [6], masterwork leather armor, other treasure)

The mercenary dark stalker is a breed of powerful dark folk native to the Planes of Shadow. They act as solitary sociopathic killers their own natural hubris preventing them from working well in groups. Combining work and play, many contract their services as assassins to powerful outsiders in need of a temporary unconnected agent. Those who contract the stalkers must pay them well to ensure the victim cannot negotiate for their life. Bidding wars sometimes occur between client and victim, with the stalker acting as a murderous auctioneer.

Section 15: Copyright Notice

The Genius Guide to the Talented Bestiary. Copyright 2017, Rogue Genius Games; Authors: ???

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