Saturday, February 16, 2019

Samaneethi, Dark Stalker High Vessal of Isclaadra

Samaneethi, Dark Stalker High Vessal of Isclaadra
CR 14                                                                                                                  XP: 38,400
Female dark stalker  oracle 7/sorcerer 4
CN Medium humanoid (dark folk)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +15
AC 25, touch 16, flat-footed 20 (+7 armor, +4 Dex, +2 natural, +1 dodge)
HP 110 (13d8+4d6+38)
Fort +7, Ref +12, Will +14
Defensive Abilities death throes (DC 15), revelation (cloak of darkness +6/+4); Weaknesses light blindness, oracle’s curse (clouded vision)
Speed 30 ft.
Melee +1 corrosive burst grayflame* short sword +11/+6/+1 (1d6 plus 1d6 acid/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks poison (DC 15), revelation (touch of the void, 9/day, 1d6+3 plus 3 rounds fatigue)
Spell-Like Abilities (CL 17th) At will—deeper darkness, detect magic, fog cloud 3/day—invisibility 1/day—dimension door Bloodline Spell-Like Abilities (CL 17th) 9/day—shadowstrike
Oracle Spells Known (CL 7th)
  3rd (5/day)-Bestow Curse (DC 19), Cure Serious Wounds, Dispel Magic, Tongues
  2nd (8/day)-Calm Emotions (DC 18), Cure Moderate Wounds, Dread Bolt (DC 18), Dust of Twilight (DC 18), Sound Burst (DC 18)
  1st (8/day)-Bane (DC 17), Command (DC 17), Cure Light Wounds, Entropic Shield, Inflict Light Wounds (DC 17), Protection from Good, Ray of Sickening (DC 17)
  0th-Bleed (DC 16), Create Water, Mending, Guidance, Resistance, Stabilize, Virtue (Mystery Dark Tapestry)
Sorcerer Spells Known (CL 4th)
  2nd (5/day)-Darkness
  1st (8/day)-Charm Person (DC 17), Obscuring Mist, Silent Image (DC 17), Ray of  Enfeeblement (DC 17)
  0th-Detect Magic, Detect Poison, Ghost Sound (DC 16), Mage Hand, Message, Read Magic
Bloodline: Shadow
Str 9, Dex 18, Con 14, Int 18, Wis 17, Cha 22
Base Atk +11; CMB +10; CMD 25
Feats Combat Casting, Dimensional Agility, Dodge, Eschew Materials, Extra Revelation, Improved Initiative, Skill Focus (Knowledge [planes], (Knowledge [religion)), Theurgy, Uncanny Concentration
Skills Acrobatics +7, Bluff +17, Climb +1, Diplomacy +17, Escape Artist +2, Fly +2, Intimidate +24, Knowledge (arcana) +13, Knowledge (local) +19, Knowledge (planes) +25, Knowledge (religion) +30, Perception +15, Ride +2, Sense Motive +15, Spellcraft +20, Stealth +21, Swim -1
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Aklo, Common, Dark Folk, Goblin, Undercommon
SQ pierce the veil, wings of darkness
Gear +1 greater shadow elven chain, +1 corrosive burst, grayflame* short sword, veil, vial of liquid darkmist, unholy symbol of Isclaadra, pouch containing 10 takkas.
Environment  any underground
Organization solitary, gang (1 dark stalker and 2-5 dark creepers), or clan (20-80 dark creepers plus 1 dark stalker per 20 dark creepers)
Treasure NPC gear (leather  armor, short swords [2], black  smear [6], other treasure)
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 smear poison on their weaBlack Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Constitution-based.pons and generally carry six doses on them.
See in Darkness (Su) A dark stalker can see perfectly in  darkness of any kind, including that created by deeper darkness.
This tall humanoid's pale brow and black, soulless eyes are all that can be seen above a black scarf wrapped around its face.
The strange and mysterious dark stalkers are the undisputed leaders of dark folk society. Deep underground, these creatures dwell in strange villages (some rumors suggest entire cities) built of stone and fungus in remote caverns where they are served and worshiped by their coarser, diminutive kin, the dark creepers. Dark stalkers come to the surface rarely, but when they do it is on a mission, and with a force of creatures such that it never ends well for those they seek to rob or torment.  Dark stalkers are tall, frail humanoids with incredibly pale skin. They constantly wear multiple layers of dark cloth and black leather armor, yet unlike their lesser kin, a dark stalker's garb is always clean and spotless. Each dark stalker carries a pair of short swords- they prefer these weapons to all others. Dark stalkers are 6 feet tall and weigh 100 pounds.  In a fight, dark stalkers are not above sacrif icing lesser creatures, including dark creepers, to win the day or cover their retreat if things go poorly. They hate well-lit areas and always prefer to fight under the cover of deeper darkness. Dark stalkers rarely fight to the death if it can be avoided, preferring to slip away if things begin to look grim.  The origins of the dark stalkers and the dark creepers are shrouded in mystery, made more difficult to decipher by the fact that the dark stalkers do not keep records of their history. Many scholars believe that, just as the drow descended from elves, so too must the dark folk have descended from humanity, their eerie powers and spell-like abilities the result of generation upon generation of devotion to profane and sinister magic.  Alas, the truth of the race's history may never be known.

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