Posted: Sat May 19, 2018 1:01 am
Nightlurker

Size/Type: Small Outsider/Undead (Dark-Minded, Extraplanar, Nightshade)
Hit Dice: 2d12+2 (14hp)
Initiative: +4
Speed: 30ft.
Armor Class: 16 (+4 dex, +1 size, +1 natural)
Base Attack/Grapple: +2/-3
Attack: Sting +8 (1d6+1+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak Attack 1d6, Poison, Spell-Like Abilities
Special Qualities: Nightshade Traits, Immunity to Cold, Resistance to Acid and Electricity 10, DR2/Silver
Saves: Fort +6 Reflex +9 Will +5
Abilities: Str 8 Dex 18 Con - Int 7 Wis 10 Cha 12
Skills: Hide +13 Move Silently +9 Climb +4 Jump +4 Sleight of Hand +9 Disable Device +9
Feats: Weapon Finesse
Environment: Plane of Shadow
Organization: Solitary, Pair or Pack (3-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Evil
Playable: Yes (Favored Classes: Ninja and Rogue)
Though among the lowest of the Nightshades, such creatures should not be disregarded, lest one meet a swift demise. Oft traveling in packs, these creatures hunt the enemies of the higher Nightshades, ambushing them out of the shadows. Though fearsome within the night, such spirits of death and darkness flee in terror at the light of the sun.
Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.
See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.
Shadow Cloak: A Nightshade has total concealment in areas of shadowy or darker illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.
Poison (Ex): Injure. Fort DC12 (cha based). Slowed for 1 minute.
Spell-Like Abilities: At Will: Shadowplay, Ghost Sound, Detect Undead, 1/Minute: Deeper Darkness
Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, their aura of desecration is negated, and they are occluded (everything has concealment to them). When in an area of bright light, the Nightshade suffers a -2 penalty to attacks, checks, damage, and saves (this doesn't stack with the penalty for being in true sunlight).

Size/Type: Small Outsider/Undead (Dark-Minded, Extraplanar, Nightshade)
Hit Dice: 2d12+2 (14hp)
Initiative: +4
Speed: 30ft.
Armor Class: 16 (+4 dex, +1 size, +1 natural)
Base Attack/Grapple: +2/-3
Attack: Sting +8 (1d6+1+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak Attack 1d6, Poison, Spell-Like Abilities
Special Qualities: Nightshade Traits, Immunity to Cold, Resistance to Acid and Electricity 10, DR2/Silver
Saves: Fort +6 Reflex +9 Will +5
Abilities: Str 8 Dex 18 Con - Int 7 Wis 10 Cha 12
Skills: Hide +13 Move Silently +9 Climb +4 Jump +4 Sleight of Hand +9 Disable Device +9
Feats: Weapon Finesse
Environment: Plane of Shadow
Organization: Solitary, Pair or Pack (3-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Evil
Playable: Yes (Favored Classes: Ninja and Rogue)
Though among the lowest of the Nightshades, such creatures should not be disregarded, lest one meet a swift demise. Oft traveling in packs, these creatures hunt the enemies of the higher Nightshades, ambushing them out of the shadows. Though fearsome within the night, such spirits of death and darkness flee in terror at the light of the sun.
Aura of Desecration: A Nightshade radiates a constant Desecrate effect, as if it were a shrine to a deity. The benefits have already been factored into it's stat block. If the aura enters the area of a consecrate or hallow, the two effects cancel each other out.
See in Darkness (Ex): A Nightshade can see in any kind of darkness, even magical darkness, in full color at no penalty.
Shadow Cloak: A Nightshade has total concealment in areas of shadowy or darker illumination. Even against creatures with Darkvision (but not See in Darkness), it still retains concealment.
Poison (Ex): Injure. Fort DC12 (cha based). Slowed for 1 minute.
Spell-Like Abilities: At Will: Shadowplay, Ghost Sound, Detect Undead, 1/Minute: Deeper Darkness
Vulnerability to Light: A Nightshade suffers an extra 50% damage from light effects, and it bypasses any regeneration they might possess. When exposed to true sunlight (not merely a daylight spell), they suffer a -4 penalty to attacks, checks, saves, and damage, have their move speeds halved, their aura of desecration is negated, and they are occluded (everything has concealment to them). When in an area of bright light, the Nightshade suffers a -2 penalty to attacks, checks, damage, and saves (this doesn't stack with the penalty for being in true sunlight).