Dark Slayer
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.
- 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.
<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>
<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
- 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
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bleed (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Chill Touch (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Darkness (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Spectral Hand (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Daze Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Death Knell (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Inflict Moderate Wounds (Spell)House/Core — covered by the site's Section 15.
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