Library / Bestiary

Dark Slayer

CR 3.00 Humanoid CE Small
This small humanoid is clothed in tattered rags from head to foot. Only its sinister eyes and pale hands are visible.

Dark slayers are a relatively rare sub-race of the dark folk imbued with malign energies that grant them a suite of deadly spell-like abilities beyond those normally accessible to their kin. They are usually encountered leading small bands of dark creepers, and seethe with barely concealed envy of the dark stalkers, ever scheming to displace them and claim a dark folk tribe of their own. Dark stalkers direct the slayers for their own ends, grooming them for use against enemies, ever ready to sacrifice a slayer in battle for an advantage, however temporary.

Unlike other dark folk, dark slayers embrace their evil impulses. Their pleasures extend more to murder and pain than to theft or mayhem. Dark slayers are obsessed with magical trinkets, coveting them above all else. Sadly, their obsessive need to fiddle and tinker often leaves their pretties broken or depleted.

Dark slayers stand just short of 4 feet tall and weigh 50 pounds. Most have a persistent tremor visible in their hands, stilled only when fondling a newfound magic item. Their skin is dead white, dry, and hot to the touch; their eyes are dark and narrow. Dark slayers wear salvaged rags like dark creepers do, but they discard the rags when they grow too tattered or foul-smelling.

STR
9
DEX
18
CON
12
INT
10
WIS
11
CHA
15
HP
22 (4d8+4)
AC
15, touch 15, flat-footed 11 (+4 Dex, +1 size)
Speed
30 ft.
Init
+4
Melee
kukri +8 (1d3-1/18-20 plus black smear poison)
BAB
+3
CMB
+1
CMD
15
Fort
+2
Ref
+8
Will
+1
Racial Modifiers
+4 Climb, +4 Stealth, +4 Perception

Weapons: Simple

Death Throes — When a dark slayer is slain, its body implodes violently into nothingness, leaving its gear in a heap on the ground. All creatures within a 10-foot burst take 1d8 points of sonic damage and must make a DC 13 Fortitude save or be deafened for 2d4 rounds. The save DC is Constitution-based.

poison use

sneak attack +2d6

Soul Harvest — When a dark slayer damages a flat-footed foe or a foe it is flanking with a melee touch spell or spell-like ability that deals hit point damage, the spell does an additional 1d6 points of damage and the dark slayer gains an equal amount of temporary hit points. These temporary hit points last for a maximum of 1 hour.

Magical Knack — Spellcraft and Use Magic Device are always class skills for dark slayers.

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Climb +3, Perception +4, Spellcraft +7, Stealth +12, Use Magic Device +12

spell-like abilities:
Constant—Detect Magic, At will—Bleed, At will—Chill Touch, At will—Darkness, At will—Spectral Hand, 3/day—Daze Monster, 3/day—Death Knell, 3/day—Inflict Moderate Wounds
Details
Type
Humanoid
Alignment
CE
Size
Small
Environment
any underground
Organization
solitary, gang (1 dark slayer and 2-5 dark stalkers), or clan (20-80 dark creepers plus 1 dark stalker or dark slayer per 20 dark creepers)
Treasure
standard (kukri, black smear [2 doses] [see Bestiary 54], other gear)
Senses
detect magic, see in darkness; Perception +4
Languages
Dark Folk
Source
Bestiary 2
Sources Used in This Record
10 House/Core
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bleed (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Chill Touch (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Spectral Hand (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Daze Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Death Knell (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Inflict Moderate Wounds (Spell)
    House/Core — covered by the site's Section 15.
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.