Dark Creeper
System: Pathfinder | SRD
Dark Creeper
CR 2
XP 600
CN
Humanoid (dark folk)
Small
Init +3
;
Senses see in darkness; Perception +4
Defense
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 19 (3d8+6)
Fort +3
Ref +6
Will +1
Weaknesses light blindness
Offense
Speed 30 ft.
Melee dagger +6 (1d3/19-20 plus poison)
Special Attacks death throes, sneak attack (+1d6)
CMB +1
CMD 14
Statistics
Str 11,
Dex 17,
Con 14,
Int 9,
Wis 10,
Cha 8
Base Atk +2
Feats Skill Focus (Sleight of Hand), Weapon Finesse
Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth +12
Languages Dark Folk
SQ poison use, rag armor
Special Abilities
Death Throes (Su) When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.
Poison Use (Ex) Dark creepers are skilled in the use of poison and never risk accidentally poisoning themselves. Dark creepers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear.
Rag Armor (Ex) A dark creeper's multiple layers of filthy rags function as leather armor when worn by one of their kind.
See in Darkness (Su) A dark creeper can see perfectly in darkness of any kind, including that created by deeper darkness.
Filthy, reeking black rags wrap this small humanoid from head to toe, leaving only its hands and pale white nose visible.