Anyone have any Dark Folk variants?


Homebrew and House Rules


I'm going to be working up a variant called a Dark Whisperer based loosely on an oracle. Anyone have any other variants for a dark folk dungeon?


What do you think?

Dark Seeker:

Dark Seeker
CR 3
XP 600
CE Small humanoid (dark folk)
Init +2; Senses see in darkness; Perception +8
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 armor, +2 dex, +1 natural, +1 size)
hp 22 (4d8+4)
Fort +2, Ref +6, Will +1
Weaknesses light blindness
OFFENSE
Speed 30 ft.
Melee dagger +5 (1d3/19–20 plus poison)
Special Attacks death throes, sneak attack (+1d6), mindstab
Spell-Like Abilities (CL 4th; concentration +6)
Constant—bleed
At will—darkness, detect magic, grace, haze of dreams (DC 15)
3/day—disfiguring touch (DC 16), hold person (DC 16), share language
STATISTICS
Str 10, Dex 15, Con 12, Int 9, Wis 11, Cha 18
Base Atk +3; CMB +1; CMD 14
Feats Skill Focus (Intimidate), Weapon Finesse
Skills Climb +8, Intimidate +12, Perception +8, Sense Motive +7, Stealth +14; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
SQ horrible scars, rag armor
SPECIAL ABILITIES
Death Throes (Su)
When a dark seeker is slain, its body shrivels and implodes with a wail of searing agony, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or suffer terrible, wracking pain causing a -2 to AC, melee damage rolls and Reflex saves for 4 rounds. The save is Constitution-based.
Horrible Scars (Ex)
Dark seekers are covered in thick layers of painful scar tissue. While these wounds have made their outer hide tough and leathery they never heal properly. As a result a Dark Seeker receives a +1 Natural AC bonus but constantly suffers the Dazzled effect due to constant, nagging pain.
Mindstab (Su)
Whenever an opponent would be denied their Dex bonus the dark seeker may make a melee touch attack which deals 4d4 damage plus their sneak attack damage. The victim must make a Will save (DC 13) or have thoughts violently ripped from their mind as if by the spell Detect Thoughts. Those who make the save preserve their thoughts and take half damage. The save is constitution based
Poison Use (Ex)
Dark seekers are skilled in the use of poison and never risk accidentally poisoning themselves. Dark seekers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Rag Armor (Ex)
A dark seeker’s multiple layers of filthy rags function as leather armor when worn by one of their kind.
See in Darkness (Su)
A dark seeker can see perfectly in darkness of any kind, including that created by deeper darkness.

Dark Seekers are creatures of the Shadow plane seduced and ultimately corrupted by the power of the imprisoned fey eldest known as Queen Mabbe. The Queen, obsessed with beauty, tortures these creatures to infuse them with a portion of her own power, so that none of her Seekers can ever be as fair as she.

The dark seekers then so imbued go forth through the many portals of the Shadow into other realms, there to seek out the fairest of these realms and punish them in the name of their patron. They savor the arts of interrogation and torture; they are they eyes and lips of Mabbe and as such they just as prone to whisper seduction from the shadows as they are to capture and coerce through pain.

They care nothing for the politics of their kind but they acknowledge that while Mabbe may be their patron the Stalkers then are their leaders. The stalkers in turn often employ Seekers in their nefarious plans, though they often must sacrifice Creepers to the masochistic tendencies of the Seekers.

I changed the name from Whisperer to Seeker to reflect their oracular nature. Please check my math and tell me what you think of the monster and the fluff.


So...anything?

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