Perception +10; darkvision
Languages Common, Necril
Skills Acrobatics +10, Athletics +8, Deception +6, Intimidation +6, Nature +8, Stealth +12, Survival +8
Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha +0
Items composite longbow (20 arrows), hatchet (2), leather armor
AC 21 (22 against prey; see Hunt Prey); Fort +9, Ref +12, Will +10; +1 status to all saves vs. death effects
HP 56; Immunities effects that would transform their body or soul to an undead; Resistances negative energy 2
Speed 25 feet
Melee hatchet +12 (agile, sweep), Damage 1d6+5 slashing
Ranged composite longbow +14 (deadly 1d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercing
Ranged hatchet +14 (agile, sweep, thrown 10 feet), Damage 1d6+5 slashing
Ghost Hunter The duskwalker’s weapons have the benefits of the ghost touch property rune on attacks against incorporeal undead.
Hunt Prey The duskwalker designates as its prey a single creature that it can see and hear or that it is Tracking. It gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. It also ignores the penalty for making ranged attacks within its second range increment against its prey.
Lastly, it gains a +2 circumstance bonus to Deception checks, Intimidation checks, and Stealth checks against its prey and to any check to Recall Knowledge about its prey, as well as a +1 circumstance bonus to AC against its prey’s attacks. The duskwalker can have only one prey designated at a time.
Hunted Shot Frequency Once per round; Effect The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.
Duskwalker
Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death.