Void Walker (CR 5)
Medium Outsider (Evil, Extraplanar, and Void)
Alignment: Any evil
Initiative: +6 (Dex); Senses: darkvision 60 ft., Listen +12, and Spot +12
AC: 16 (+6 Dex), touch 16, flat-footed 10
Hit Dice: 6d8+18 (45 hp)
Fort +8, Ref +11, Will +8
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +10
Attack: Katana +12 melee
Full Attack: Katana +12/+7 melee (1d10+6/19-20)
Damage: Katana 1d10+6/19-20
Special Attacks/Actions: Spell-like abilities
Abilities: Str 18, Dex 23, Con 16, Int 16, Wis 16, Cha 18
Special Qualities: immunity to energy drain, outsider traits, void subtype
Feats: Combat Reflexes,Dodge; Weapon Focus (katana)
Skills: Balance +8, Diplomacy +15, Handle Animal +13, Hide +15, Intimidate +13, Jump +6, Knowledge (the planes) +12, Listen +12, Move Silently +15, Ride +8, Search +12, Sense Motive +12, Spot +12, and Tumble +15
Advancement: By character class
Climate/Terrain: Any
Organization: Solitary plus 1d8 void hounds
Treasure/Possessions: Standard
Source:
Web
Spell-Like Abilities: At will -- pain (DC 18), tongues, teleport without error. Caster level 14th. The save DCs are Charisma-based.
The pain ability works by touch. A living creature touched must make a Fortitude save or be wracked by searing pain for 1 minute. While the pain lasts, the victim takes a -4 penalty on attack rolls, skill checks, and ability checks.
Void Subtype: Void creatures are made of the same empty space that comprises the Void. Normal creatures (that is, creatures without the void subtype) cannot see them unless the void creature makes its presence known, either by an act of will (a free action) or by attacking. A void creature has total concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal void creatures, but true seeing does. Blindsight and blindsense don't reveal void creatures. Members of the void disciple class can see void creatures. Once it reveals itself, a void creature remains visible until it uses a free action to conceal itself again.
A void hound can avoid magical and unusual attacks with great agility; it has the evasion special ability. If the creature makes a successful Reflex save against an attack that normally deals half damage on a successful save, the void creature instead takes no damage. A helpless void creature does not gain the benefit of evasion. A void creature must be wearing light or no armor to benefit from evasion.
Immunity to Energy Drain (Ex): Due to their physical makeup, energy drains of any type (level drain, temporary or permanent ability damage, etc.) cannot affect void walkers.
Outsider Traits: A void walker cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft.
Evil Subtype
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.