# Astral Stalker >[!rimg]+ > ![[Placeholder2.png]] *The creature looks like a muscular humanoid with thick black-green skin. Its demonic visage is reminiscent of a skeletal human with a prominent jaw. Its hands end in large, wickedly sharp claws.* <div class="grid-container"><div class="MON">Astral Stalker</div> <div class="CR">CR 12 (19,200 XP)</div> <div class="SOU">Monster Manual 3</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Medium Outsider **Init** +9 **Senses** darkvision 120 ft., scent; **Perception** +22 #### defense **AC** 30, 20 touch, 25 flat-footed (+5 deflection, +5 Dex, +10 natural) **hp** 138 (12d10+72) **Fort** +17, **Refl** +18, **Will** +18 **Feint** 32, **Demoralize** 25 **Defensive Abilities** elusive prey, evasion, unearthly grace **DR** 10/magic #### offense **Speed** 50 ft., climb 20 ft. **Melee** 2 claws +20 (1d6+7/19-20 plus poison) **Ranged** throat dart +17 (1d4+7 plus poison) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** throat dart #### statistics **Str** 25, **Dex** 21, **Con** 23, **Int** 12, **Wis** 16, **Cha** 20 **BAB** +12, **CMB** +19, **CMD** 39, **TA** +19, **RTA** +17 **Feats** [[Alertness]], [[Great Fortitude]], [[Improved Critical]] (claw), [[Improved Initiative]], [[Iron Will]], [[Weapon Focus]] (claw) **Skills** Acrobatics +20 (+28 when jumping), Climb +30, Perception +22, Sense Motive +22, Sleight of Hand +20, Stealth +20, Survival +18 **Languages** Common, Infernal **SQ** hide in plain sight, swift tracker #### special abilities ### Elusive Prey (Ex) An astral stalker is difficult to track. Anyone trying to track one takes a -10 penalty on Survival checks. ### Poison (Ex) Claw or Dart —Injury; save Fort DC 22; frequency 1 round; initial effect Paralysis for 1d4 rounds; secondary effect none; cure 2 consecutive saves. The save DC is Constitution-based. ### Swift Tracker (Ex) An astral stalker can move at its normal speed while following tracks without taking the normal -5 penalty. It takes only a -10 penalty (instead of the normal -20 penalty) when moving at up to twice normal speed while tracking. ### Throat Dart (Ex) An astral stalker's throat dart has a range of 150 feet with no range increment. ### Unearthly Grace (Su) An astral stalker adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class. #### tactics Astral stalkers regard all other creatures as potential prey. Although they seek to test themselves against stronger and stronger prey, astral stalkers are neither stupid nor foolhardy, and rarely engage in combat without first preparing the hunting ground and sizing up their foes. They favor ambushes designed to weaken the prey before bringing it down. #### ecology **Terrain** Any (Astral Plane) **Organization** Solitary or hunting party (2–6) **Treasure** Standard **Advancement** By character class Astral stalkers roam the multiverse looking for the ultimate quarry. They live for the thrill of the hunt, and they measure their personal worth and status in their community by the number and power of the creatures that they have successfully hunted. These able hunters prefer to stalk intelligent foes, and the pleasure they gain from hunting these creatures for sport makes them evil by the standards of any race. However, astral stalkers adhere to a short list of tenets that they refer to as the Rules of the Hunt: Once its quarry has knowingly eluded an astral stalker, it will never again hunt that creature; if hired to hunt a creature, the stalker will not hunt its employer for at least one year; and no astral stalker will ever hunt another astral stalker. Astral stalkers fi nd that their prey provides better sport if it knows it is being hunted, so they often warn their quarry in some roundabout fashion before beginning the hunt. An astral stalker typically stands 6 feet tall and weighs 275 pounds.