Nightstalker (Fallout Supplement)

Nightstalker
Size and Type: Medium Animal
Hit Dice: 6d6+18 (36 hp)
Mas: +16
Initiative: +9
Speed: 50ft
Defense: 18 (+3 Natural, +5 Dex), touch 15, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: +9 melee (1d6+6, Bite plus poison)
Full Attack: +9 melee (1d6+6, 19-20 x2 Bite plus poison)
Space/Reach: 5 ft by 5 ft/5ft
Special Qualities: Poison, Dark Vision 60 ft, Track, Sneak attack 2d6, Trip, Adaptive invisibility
Saves: Fort +5, Ref +10, Will +3
Abilities: Str 18, Dex 20, Con 16, Int 1, Wis 12, Cha 6
Skills: Spot +9,Listen +9,Hide +15,Move Silently +15,Move Survival +9,
Feats: Improved Initiative, Weapon Focus (Bite), Improved Critical (Bite),

Stealthy

Possessions: None
Organization:
Challenge Rating: 5
Allegiances: None
Advancement: 7-8(Medium), 9-10(Large)
Level Adjustment:

Combat

As their name suggest, they love to hunt at night, they usually hunt in pack of 3 to 5 discreetly surround their target then pouncing from a dead angle.


Poison(Ex): Fort DC 18, Initial 2d4 Con, Secondary 1d4 Con.

Trip (Ex): A Nightstalker that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Nightstalker.

Sneak attack 2d6(Ex):See the 3.5 rogue special for more information.

Adaptive invisibility(Ex):A Nightstalker can spend 1 day eating a Stealthboy, when consumed, the Stealthboy confer its effect to the nightstalker until it has attacked. The creature then re-cloak itself after 1d6+2 rounds.



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