Lurker in Light

Source: Alien Archive 3

CR: 5 XP: 1,600

NE Small fey (extraplanar)

Init.: +5 Senses: low-light vision Perception: +11

Defense

HP: 70

EAC: 17 KAC: 19

Fort: +9 Ref: +9 Will: +4

Offense

Speed: 30 ft., fly 30 ft. (Ex, average)

Melee: claw +13 (1d6+6 S) or basic spined blade +13 (1d6 P plus lesser shadow essence; critical injection DC +2)

Offensive Abilities: None

Spell-like Abilties: (CL 5th)

Statistics

Str: +0 Dex: +5 Con: +1 Wis: +2 Int: +1 Cha: +3

Skills: Acrobatics +11, Mysticism +11, Stealth +16

Languages: Aklo, Common, Gnome

Gear: basic spined blade

Ecology

Environment: urban (extraplanar)

Organization: solitary, pair, or gang (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 dimension door, 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. <h3 class="title">Lesser Shadow Essence</h3> <b>Type</b> poison (injury); <b>Save</b> Fortitude DC 13<br/> <b>Track</b> Strength; <b>Frequency</b> 1/round for 6 rounds <b>Effect</b> At the staggered state, the penalties from the weakened state become permanent until the victim benefits from a lesser restoration spell.<br/> <b>Cure</b> 1 save</p>

Description