Lurker-in-Shadow
Medium Outsider (Native)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+7
Attack:
Claw +7 melee (1d4+4) or
Claw (power attack) +4 melee (1d4+7)
Full Attack: 2 claws +7 (1d4+4) and bite +2 (1d6+6)
Space/Reach: 5 ft./10 ft. (5 ft. with bite)
Special Attacks: Spell-like abilities
Special Qualities: Spoiler
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Darkvision 60 ft.,
Damage reduction 5/magic,
Immunity to poison,
Resistance to electricity 5 and fire 5,
Scent,
Spell resistance 10
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 19, Dex 14, Con 15, Int 14, Wis 10, Cha 11
Skills: Bluff +6, Climb +10, Hide +10, Intimidate +6, Jump +10, Listen +6, Move Silently +14, Sense motive +6, Spot +6, Tumble +8
Feats: Power Attack, Stealthy
Environment: Underground
Organization: Solitary, or cult (1 plus 5-10 1st level humanoid cultists and 1 rite leader of 2nd-5th level)
Challenge Rating: 3
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 4-6 (medium); 7-10 (large)
A lurker-in-shadow (lurker) can come into existance when an area suffused with negative energy is long-time host to demons. Sometimes the chaotic essence of demons will gradually taint the place, and cause any non-intelligent animated nearby to acquire a craving for a greater dose of chaos essence.
This situation normally ends with the demon destroying the undead, but in the off-chance an undead consumes demon flesh in whatever state, or the demon consumes the destroyed undead, a gradual transformation takes place, and by the end of a week a lurker-in-shadow is born.
Powerful demons are rarely affected by consuming undead flesh.
A mangled aglomeration of undead flesh housing a fiend's essence, constantly shifting, stretching and contracting but conserving a vaguely humanoid form, lurkers are unfailingly viewed as a dark blessing of Prince Orcus and representatives of his power in the prime material plane. Cults of the Blood Lord usually stage situations which might propiciate the forming of a lurker-in-shadow; there might be some truth to the belief of a link with the Blood Lord because these creatures accept the cults' adoration and sacrificial victims.
They generally "live", feed, and grow in sacrificial chambers until they become too large to exit them. Generally they make the core of adoration locales to Orcus.
The lurker-in-shadow speaks abyssal and common.
Combat
The lurker-in-shadow usually hides in some inaccessible height and attacks from behind cover, just to hide immediately before the wounded prey might see what hit them.
He is cunning and cruel, and will give his defenseless prey opportunities to try and attack him just to gloat in their despair as his defenses shield from any harm.
He might as well get bored and outright ravage the poor sod.
In case they have the ability to produce light, he will counter it with his Darkness ability.
Spell-like abilities
3/day -
Darkness; 1/day
Desecrate. Caster level 3.
Skills
The lurker-in shadow has a +4 racial bonus on Move Silently checks.