|Dark Creeper Cleric 1/ Rogue 2 CR 4
Male dark creeper cleric 1/rogue 2
NE Small humanoid (dark folk)
Init +8; Senses see in darkness; Perception +12
AC 19, touch 17, flat-footed 15 (+2 armor, +2 deflection, +4 Dex, +1 size)
hp 38 (6d8+12)
Fort +5, Ref +10, Will +5
Defensive Abilities evasion
Weaknesses light blindness
Speed 30 ft.; climb 20 ft.
Melee mwk handaxe +9 (1d4+1/×3 plus poison)
Ranged mwk throwing axe +9 (1d4+1 plus poison)
Special Attacks channel negative energy 2/day (DC 9, 1d6), death throes, sneak attack +2d6
Spell-Like Abilities (CL 3rd; concentration +2)
At will—darkness, detect magic
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—bleeding touch (1 round)
5/day—copycat (1 round)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—command (DC 13), disguise selfD (DC 13), shield of faith
0 (at will)—bleed (DC 12), detect magic, read magic
D Domain spell; Domains Death, Trickery
Before Combat He casts shield of faith and imbibes his potion of spider climb.
During Combat He prefers to attack opponents in his own lair. If encountered elsewhere, he tries to retreat into that area to have better maneuverability and options. He uses darkness to conceal himself to make sneak attacks with his poisoned throwing axes, and attempts to draw enemies into hazardous areas of his lair.
Morale If reduced to 10 hit points or fewer, he retreats to collect his minions before escaping using spider climb.
Str 12, Dex 18, Con 15, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +3; CMD 19
Feats Improved Initiative, Skill Focus (Sleight of Hand), Weapon Finesse
Skills Acrobatics +10, Bluff +4, Climb +14, Craft (alchemy) +7, Disable Device +8, Disguise +8 (+18 with disguise self ), Perception +12, Sleight of Hand +14, Stealth +18
Languages Common, Dark Folk
SQ poison use, rag armor, rogue talents (lasting poison*), trapfinding +1
Combat Gear potion of cure light wounds, potion of spider climb, acid (2), antitoxin; Other Gear rags, masterwork handaxe, masterwork throwing axes (3), disguise kit, holy symbol, black smear poison (6 doses), spell component pouch, thieves’ tools
Without his spells and potion, his statistics are AC 17, touch 15, flat-footed 13; Skills Climb +10.
Death Throes (Su)
When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.
Black Smear – injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save
Poison Use (Ex)
Dark creepers are skilled in the use of poison and never risk accidentally poisoning themselves.
Rag Armor (Ex)
A dark creeper’s multiple layers of filthy rags function as leather armor when worn by one of their kind.
Section 15: Copyright Notice
Pathfinder 44: Trial of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett