Invisible Stalker (CR 9/MR 3)

No true form can be detected, yet a sense of force and hulking malevolence is undeniable in this creature’s presence.

Mythic Invisible Stalker (CR 9/MR 3)
XP 4,800
Pathfinder Roleplaying Game Bestiary
N Medium outsider (air, elemental, extraplanar, mythic)
Init +9; Senses darkvision 60 ft.; Perception +12


AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 110 (7d10+72)
Fort +11, Ref +12, Will +4
Defensive Abilities natural invisibility; DR 5/epic; Immune elemental traits


Speed 30 ft., fly 30 (perfect)
Melee 2 slams +12 (2d6+4)
Special Attacks death attackMA, mythic power (3/day, surge +1d6+1), sneak attack +4d6MA


Str 18, Dex 21, Con 22, Int 14, Wis 15, Cha 11
Base Atk +7; CMB +11; CMD 26
Feats Combat Reflexes, Improved Initiative, Lightning ReflexesMF, Potent SurgeMF, Weapon Focus (slam)
Skills Acrobatics +15, Bluff +10, Fly +23, Knowledge (planes) +12, Perception +12, Sense Motive +12, Stealth +15, Survival +12
Languages Auran, Common
SQ electrostatic fieldMA, inertial blockMA, mythic trackingMA


Environment any (Plane of Air)
Organization solitary
Treasure standard

Special Abilities

Death Attack (Ex) A mythic invisible stalker has the death attack ability of a member of the assassin class, treating its Hit Dice as its class level.

Electric Field (Su) A mythic invisible stalker may activate or deactivate a pervasive electric field at will as a standard action. The electric field charges all metal items within a 30-foot radius with electricity for one round. Each turn the objects deal electricity damage to their wearers or bearers as follows: Creatures wearing heavy armor or wielding a heavy shield or two-handed weapon take 3d6 points of electricity damage. Creatures wearing medium armor or wielding a light shield or one-handed weapon take 2d6 points of electricity damage. Creatures wearing light armor or wielding a buckler or light weapon take 1d6 points of electricity damage. A creature that falls into more than one category takes damage based on the highest category that applies. A creature carrying or in contact with an equivalent mass of metal to the above categories takes an equivalent amount of damage.

In addition to damage, the lingering static charge accumulated by creatures and objects allows the mythic invisible stalker to perceive all affected objects and creatures as if it had blindsight for 1 minute, even if they move after taking damage from the electricity field. While the electricity field is active, the mythic invisible stalker’s location is revealed by a crackling aura of static electricity, though it still has total concealment against creatures that are not able to see invisible creatures.

A mythic invisible stalker can spend one use of its mythic power to energize its electric field, either doubling its damage (to 6d6, 4d6, or 2d6) or doubling its radius to 60 feet, or by spending 3 uses of its mythic power it can triple both damage and radius. The damage dealt by its field when so energized ignores all non-mythic forms of resistance or immunity to electricity. The effects of this energized field last only one round, and during this round a mythic invisible stalker becomes clearly visible to all forms of vision.

Mythic Tracking (Ex) A mythic invisible stalker takes no penalty to Survival checks when tracking and moving at any speed, and it can track creatures that do not leave tracks. It takes no penalty when tracking creatures moving through the air (including incorporeal creatures), and it can track burrowing or swimming creatures and creatures using magic to avoid leaving tracks or obscure their tracks, such as pass without trace, though it takes a -10 penalty on its Survival checks to track such creatures. If a mythic invisible stalker possesses a bit of hair, blood, or other body tissue from the creature it is tracking, or an object that has been worn by the target within 24 hours or touched in any way by the target within one hour, it gains a +10 on Survival checks to track that creature and can expend one use of its mythic power to use locate creature or discern location as a spell-like ability to locate its quarry. This ability replaces the improved tracking ability of a normal invisible stalker.

Natural Invisibility (Ex) This ability is constant — an invisible stalker remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still—these bonuses are not included in the statistics above.

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