Faceless Stalker (CR 5/MR 2)

Mythic Faceless Stalker (CR 5/MR 2)
XP 1,600
Pathfinder Roleplaying Game Bestiary 2
CE Medium aberration (mythic, shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +2

Defense

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 58 (5d8+36)
Fort +5, Ref +4, Will +6
Defensive Abilities DR 5/epic and piercing or slashing

Offense

Speed 30 ft.
Melee mwk longsword +9 (1d8+5/19–20) and slam +3 (1d6+2 plus blood drain and grab)
Special Attacks blood leachingMA, maddening duplicationMA (DC 15), mythic power (2/day, surge 1d6), sneak attack +2d6

Spell-Like Abilities (CL 5th; concentration +8)
Constant—tongues

Statistics

Str 20, Dex 17, Con 18, Int 13, Wis 15, Cha 16
Base Atk +3; CMB +8 (+12 grapple); CMD 21
Feats Combat ReflexesMF, Deceitful, Improved Initiative
Skills Bluff +10, Disguise +14 (+24 when using change shape), Escape Artist +19, Sleight of Hand +8, Stealth +11; Racial Modifiers +4 Disguise, +8 Escape Artist
Languages Aquan, Common; tongues
SQ blood frenzyMA, change shape (medium humanoid; alter self), compression, faceless

Ecology

Environment any swamps or underground
Organization solitary or gang (1 mythic faceless stalker and 2–12 non–mythic faceless stalkers)
Treasure standard (masterwork longsword, other treasure)

Special Abilities

Blood Frenzy (Su) When a mythic faceless stalker successfully drains blood from a living creature, it becomes invigorated. It gains a +2 alchemical bonus to Strength and is hasted; these effects last one round per point of Constitution damage or drain the mythic faceless stalker deals. If a blood-frenzied mythic faceless stalker continues to drain blood, the duration of the invigoration increases one round for each additional point of Constitution damage or drain.

Blood Leaching (Su) A mythic faceless stalker can drain blood when any part of its rubbery body even briefly comes in contact with a victim. When a mythic faceless stalker makes a successful slam attack, it also deals 1 point of Constitution damage to its victim. When a mythic faceless stalker deals damage with its slam attack against a cowering, dazed, grappled, helpless, pinned, or stunned opponent, it deals 1d4 points of Constitution damage. Additionally, once per day, a mythic faceless stalker can expend one use of mythic power when it drains blood to instead deal 1d4 points of Constitution drain while healing itself of 2d8 points of damage as it gorges itself on its victim’s blood. Any healing over the mythic faceless stalker’s maximum hit points is wasted.

Change Shape (Su) A mythic faceless stalker can assume the form of a Medium humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the mythic faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a swift action and gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. Mythic faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A mythic faceless stalker gains a +10 bonus on Disguise checks when they are used in conjunction with this ability.

Faceless (Su) In its natural form, a mythic faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.

Maddening Duplication (Su) As a standard action, a mythic faceless stalker can expend one use of mythic power to focus its will on a Small or Medium humanoid within 30 feet and rearrange its rubbery facial features to perfectly mimic the humanoid’s face, rippling and pulsing between the duplicate face and the stalker’s own tumescent visage. If the target has line of sight to the mythic faceless stalker, its sense of self is shaken by the maddening duplication, dealing 1d4 points of Charisma damage and dazing the target for 1 round. If the target is a spellcaster, she also acquires the disassociation spellblight. A DC 15 Will save negates Charisma damage and the spellblight and causes the target to become confused for 1 round rather than dazed. A mythic faceless stalker may expend one use of its mythic power when using this ability to force the target to save twice, using the lower roll, and on a failed save the target is dazed for 1 round even on a successful saving throw and confused for 1d6 rounds on a failed save (1 round on a successful save), with the confusion occurring after the dazed effect ends.

This is a mind-affecting insanity effect and the save is Charisma-based.

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