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Dark Stalker

Leaders of the dark creepers, much taller than their followers

humanoid subterranean chaotic-neutral leader

OSRIC

OSRIC

Armor Class0 (or 8, see below)
Hit Dice2+1
Number Encountered1
Attacks1
Damage1d6 (short sword)
Move90-ft
AlignmentChaotic neutral
IntelligenceAverage
XP4/200+3/hp
SizeMan-sized
FrequencyVery rare
Lair20%

Dark stalkers are the leaders of the dark creepers, though it is not known whether they are dark creepers altered through some means either genetic or magical, or if they are a breed apart. What is known for certain is the dark stalker is much taller than its dark creeper followers and one will be found as the leader of any dark creeper village. In an area settled by at least 25 solitary dark creepers there is a 90% chance there will be a dark creeper in the area, increased by 2% for every 5 additional creepers. A dark stalker is rarely encountered away from his or her clan, but if such an encounter occurs the stalker is probably on some mysterious personal mission and will not engage PCs unless forced to do so.

In combat dark stalkers fight with abilities identical to dark creepers except they favour short swords over daggers and have an additional spell-like ability; wall of fog twice per day as per the spell. Dark stalkers use the same tactics regarding light and detected small magic items as their dark creeper brethren if they have the opportunity, and suffer the same AC penalty as well.

Dark stalkers carry their treasure in their robes like dark creepers: 30% chance of magic short sword, 10% of magical rings (worn if possible), 10% chance of either 2d4 gems or 1d2 items of jewellery to be determined randomly by GM.

When a dark stalker dies, it explodes in a sickly blue 3d8 fireball blast. Magic items carried by the stalker have a 75% chance of surviving the blast in usable condition.

Special Abilities

Thief Abilities: Has all the skills of a 4th level thief.
Detect Magic: Can detect magic at will.
Create Darkness: Create darkness for 1 hour in a 50-ft radius from target thrice per day. Stops infravision. Any magical sources of light gain a saving throw vs magical cold to negate the affects of darkness upon that item only, if it fails the save it will function normally after 1 hour.
Wall of Fog: Wall of fog twice per day as per the spell.
Darkness Combat: AC 0 in darkness. If darkness is negated by spells that create light, AC is only 8.
Death Explosion: When a dark stalker dies, it explodes in a sickly blue 3d8 fireball blast. Magic items carried by the stalker have a 75% chance of surviving the blast in usable condition.
Treasure: See creature text