Statistics
Str 14 , Dex 18 , Con 14 , Int 10 , Wis 11 , Cha 13 ,
Base Attack: BAB +6 CMB: +10 CMD: 22
Feats:
Double Slice, Two-Weapon Fighting, Weapon Finesse, Agile Maneuvers, Uncanny Dodge, Ambush Sense
Skills: Climb +15 , Craft (Poisons) +7 , Perception +13 , Sleight of Hand +13 , Stealth +15 ; Disguise +5 , Use Magic Device +5
Racial Modifiers: +4 Climb, +4 Perception, +4 Stealth
Languages: Caligni, Undercommon
SQ: trapfinding, 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 poison on their weapons and generally carry six doses on them. Black Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Constitution-based. See in Darkness (Su) A dark stalker can see perfectly in darkness of any kind, including that created by deeper darkness.
Ecology
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: xp 3200,
Studded leather armor, Cruel short swords [2], black smear [6], 5x Shuriken, other treasure