Lightweaver
Source: Alien Archive 3
CR: 14 XP: 38,400
NE Small fey (extraplanar)
Init.: +8 Senses: low-light vision Perception: +25
Defense
HP: 215
EAC: 27 KAC: 28
Fort: +14 Ref: +14 Will: +17
Offense
Speed: 50 ft., fly 50 ft (Ex, perfect)
Melee: claw +22 (6d6+14 S)
Ranged: neutron radshot +20 (5d4+14 F; critical irradiate [DC 22])
Offensive Abilities: None
Spell-like Abilties: (CL 14th; ranged +20)
Statistics
Str: +0 Dex: +8 Con: +2 Wis: +4 Int: +3 Cha: +6
Skills: Acrobatics +25 (+33 to fly), Mysticism +25, Stealth +30
Languages: Aklo, Common, Gnome
Gear: neutron radshot with 2 super-capacity batteries (80 charges each)
Ecology
Environment: urban (extraplanar)
Organization: solitary, pair, or flicker (3–8)
Special Abilities
<p><b>Blend with Light (Su)</b> A lurker in light is invisible in areas of bright light.<br/><br/> <b>Daylight Door (Sp)</b> Once per day, a lurker in light can cast <i>dimension door</i>, though it can transport only itself and objects of up to 5 total bulk. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the spell fails, but this ability is not expended for the day.<br/><br/> <b>Illumine (Su)</b> A lightweaver wields exquisite control over local illumination. Twice per day as a move action, a lightweaver can create a 60-foot area of bright light centered on itself that lasts for 1d6 minutes.<br/><br/> <b>Ritual Leap (Su)</b> Lightweavers are able to transport a starship’s power core or other large power source through a rip in space by completing a gruesome ritual at the power source’s location. To conduct the ritual, three lightweavers slaughter one humanoid creature and spend two hours completing the rite, during which the lightweavers vivisect their victim and replace its organs with radioactive crystals. Once the ritual is complete, the lightweavers can transport the starship’s power core as <i>interplanetary teleport</i>.</p>