Shadow Hunter Hatchling (3pp)

Shadow Hunter Hatchling CR 2

XP 600
N Medium magical beast
Init +1; Senses darkvision 30 ft., low-light vision, scent, tremorsense 30 ft.; Perception +9


AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 22 (3d10+3)
Fort +4; Ref +4; Will +1
Defensive Abilities shadowblend


Speed 20 ft., climb 10 ft., swim 20 ft.
Melee bite +6 (1d4+3 plus poison plus grab)


Str 16, Dex 13, Con 12, Int 5, Wis 10, Cha 3
Base Atk +3; CMB +6 (+10 to grapple); CMD 17 (can’t be tripped)
Feats Ability Focus (poison), Skill Focus (Perception)
Skills Climb +14, Perception +9, Stealth +14 (+24 in dimly lit & unlit areas), Swim +14; Racial Modifiers +10 racial bonus on Stealth checks in areas of dim or no light.
SQ hunt by scent


Poison (Ex)

Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

Hunt by Scent (Ex)

Shadow hunters are expert at tracking prey through the dim warrens where they dwell. They can track using their Perception skill in place of Survival.

Shadowblend (Su)

In areas of dim and no light, shadow hunters gain improved concealment; there is a 40% miss chance when attacking one in such conditions.



Environment underground
Organization solitary, or nest (5–8 hatchlings)
Treasure standard

Section 15: Copyright Notice

Rappan Athuk © 2012 Frog God Games; Authors: Bill Webb, Matt Finch, Clark Peterson, WDB Kenower, Greg Raglund, Greg Vaughan, and Skeeter Green.

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