Hungerer

Hungerer                                                                        CR 10

XP 9600

CE Medium Humanoid (Aquatic)

Init +4; Senses Darksense; Perception +11

DEFENSE
AC 21, touch 14, flat-footed 17 (+4 Dex, +7 natural)

hp 85 (13d8+26)

Fort +6, Ref +12, Will +7

Defensive Abilities Improved Evasion

DR 10/Good Immunities Paralysis, Petrification, Polymorph, Death Effect, Negative Level, Mind-Affecting

Weaknesses Light Aversion

OFFENSE
Speed 30 ft., climb 30 ft.

Melee 2 claws +18 (1d4+9)

Spell-Like Abilities (CL 13; concentration +16)

The save DC against a Hungerer's spells is 13+ spell level. A Hungerer's spells use Wisdom as the primary casting attribute.

At Will: Deep Slumber

3/day: Fog Cloud

Special Attacks Death Gaze (DC 16)

STATISTICS
Str 28, Dex 18, Con 14, Int 4, Wis 16, Cha 6

Base Atk +9; CMB +18; CMD 32

Feats Ability Focus (Death Gaze), Acrobatic, Alertness, Catch Off-Guard, Cleave, Power Attack, Skill Focus (Stealth)

Skills: Perception +6, Stealth +8

Languages Aquan (does not speak)

SQ Humanoid Traits, Does not Breathe, Track +6

SPECIAL ABILITIES

Death Gaze (Su)

An opponent that meets a Hungerer's gaze within 30ft. dies unless they succeed at a DC 16 fortitude save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Improved Evasion (Ex)

A Hungerer can avoid even magical and unusual attacks with great agility. If a Hungerer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If the Hungerer fails its reflex save, it takes half damage instead of full damage. Improved Evasion can be used only if the Hungerer is wearing light armor or no armor. A helpless Hungerer does not gain the benefit of Improved Evasion.

Light Aversion (Ex)

A Hungerer becomes sickened in bright light. The penalties from this condition are doubled when the Hungerer is in natural sunlight.

Humanoid Traits

A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or goblinoid.

-Humanoids breathe, eat, and sleep.

Track (Ex)

A Hungerer adds 6 to Survival Skill checks made to follow tracks.

Darksense (Ex)

A Hungerer gains 'True Seeing' in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as 'Blindsense' with 'Deathwatch' continuously active. Mind Blank and Nondetection prevent the Blindsense and Deathwatch effect, but not the true seeing.

ECOLOGY
Environment: Cold Coast, Urban Coast

Organization: Solitary, Pair or Pack (3-8)

Treasure: Standard

These creatures resemble a dessicated ghoul or doppelganger with pastey white flesh tightly pulled over its grotesquely thin frame, these creatures are nocturnal due to their aversion to bright light.

Combat: Hungerers often hunt at night and under the guise of stealth and tend to prefer to grab their target before their target even knows they are there, so it is not unusual for these creatures to lurk in the shadows of cliffs or other coastal covers until unsuspecting prey wanders by, they often hunt near urban areas including docks.