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Dark Stalker

This tall humanoid's pale brow and black, soulless eyes are all that can be seen above a black scarf wrapped around its face.

Dark Stalker CR 4

XP 1,200
CN Medium humanoid (dark folk)
Init +4; Senses see in darkness; Perception +8


AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
hp 39 (6d8+12)
Fort +4, Ref +9, Will +2
Weaknesses light blindness


Speed 30 ft.
Melee 2 short swords +6/+6 (1d6+2 plus poison/19–20)
Special Attacks death throes, sneak attack (+3d6)
Spell-Like Abilities (CL 6th)

At willdeeper darkness, detect magic, fog cloud


Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13
Base Atk +4; CMB +6; CMD 20
Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
Skills Climb +10, Perception +8, Sleight of Hand +5, Stealth +8; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk, Undercommon
SQ poison use


Death Throes (Su)

When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage. A dark stalker's gear and treasure are unaffected by this explosion. This save is Constitution-based.

Poison Use (Ex)

Dark stalkers are skilled in the use of poison and never risk accidentally poisoning themselves. Like their diminutive kin, the dark creepers, dark stalkers use black poison on their weapons and generally carry six doses on them.

Black Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Constitution-based.

See in Darkness (Su)

A dark stalker can see perfectly in darkness of any kind, including that created by deeper darkness.

Image used by permission of Purple Duck Games.