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Dark Creeper

CR 2.00 Humanoid CN Small
Filthy, reeking black rags wrap this small humanoid from head to toe, leaving only its hands and pale white nose visible.

Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist. Endless layers of filthy, moldering black cloth shroud these small creatures, leading some to believe that the creature inside is smaller still. Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark.

Dark creepers stand just under 4 feet tall and weigh 80 pounds. Their flesh is pale and moist, and their eyes are milky white. Dark creepers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing—instead piling on new layers when the outermost one grows too ragged.

For all the mayhem and trouble a pack of dark creepers can cause, this is nothing compared to the dangers a tribe led by the taller, even more sinister dark stalkers represents. Dark creepers treat their tall, lithe masters almost like gods, presenting them with offerings and obeying their every whim. Invariably, several dark stalkers serve as leaders to dark creeper tribes, with all of the tribe's heavy work and labor falling on the diminutive shoulders of the creepers, freeing the dark stalkers for their own decadent pleasures. Yet the dark creepers themselves see no inherent imbalance in this arrangement—to a dark creeper, a life in the servitude of a dark stalker is a life fulfilled.

STR
11
DEX
17
CON
14
INT
9
WIS
10
CHA
8
HP
19 (3d8+6)
AC
16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
Speed
30 ft.
Init
+3
Melee
dagger +6 (1d3/19-20 plus poison)
BAB
+2
CMB
+1
CMD
14
Fort
+3
Ref
+6
Will
+1
Racial Modifiers
+4 Climb, +4 Perception, +4 Stealth

Death Throes — 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.

sneak attack (+1d6)

Poison Use — Dark creepers are skilled in the use of poison and never risk accidentally poisoning themselves. Dark creepers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear.

Rag Armor — A dark creeper's multiple layers of filthy rags function as leather armor when worn by one of their kind.

Climb +8, Perception +4, Sleight of Hand +7, Stealth +12

spell-like abilities:
At will—Darkness, At will—Detect Magic
Details
Type
Humanoid
Alignment
CN
Size
Small
Environment
any underground
Organization
solitary, pair, gang (3-6), or clan (20-80 plus 1 dark stalker per 20 dark creepers)
Treasure
standard (dagger, black poison [3 doses], other gear)
Senses
see in darkness; Perception +4
Languages
Dark Folk
Source
Bestiary
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.