Nightstalker (Fallout Supplement)
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|Size and Type:||Medium Animal|
|Hit Dice:||6d6+18 (36 hp)|
|Defense:||18 (+3 Natural, +5 Dex), touch 15, flat-footed 13|
|Attack:||+9 melee (1d6+6, Bite plus poison)|
|Full Attack:||+9 melee (1d6+6, 19-20 x2 Bite plus poison)|
|Space/Reach:||5 ft by 5 ft/5ft|
|Special Qualities:||Poison, Dark Vision 60 ft, Track, Sneak attack 2d6, Trip, Adaptive invisibility|
|Saves:||Fort +5, Ref +10, Will +3|
|Abilities:||Str 18, Dex 20, Con 16, Int 1, Wis 12, Cha 6|
|Skills:||Spot +9,Listen +9,Hide +15,Move Silently +15,Move Survival +9,|
|Feats:||Improved Initiative, Weapon Focus (Bite), Improved Critical (Bite),|
As their name suggest, they love to hunt at night, they usually hunt in pack of 3 to 5 discreetly surround their target then pouncing from a dead angle.
Poison(Ex): Fort DC 18, Initial 2d4 Con, Secondary 1d4 Con.
Trip (Ex): A Nightstalker that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Nightstalker.
Sneak attack 2d6(Ex):See the 3.5 rogue special for more information.
Adaptive invisibility(Ex):A Nightstalker can spend 1 day eating a Stealthboy, when consumed, the Stealthboy confer its effect to the nightstalker until it has attacked. The creature then re-cloak itself after 1d6+2 rounds.