Darkpact Stalker
Medium shadow humanoid
Level 10 Lurker XP 500

Initiative +14        Senses Perception +7; Darkvision
HP 81; Bloodied 40
AC 24; Fortitude 21, Reflex 24, Will 23
Speed 6

Scimitar (standard, at-will) Weapon

+15 vs AC; 1d8+5 damage (crit 1d8+13).

Dagger (standard, at-will) Weapon

Ranged 5/10; +15 vs AC; 1d4+5 damage.

Killing Dark ( when reduced to 0 hit points, )

Close burst 1; targets enemies; each target is blinded (save ends). When slain, a darkpact stalker explodes in a spout of darkness.

Dark Fog (standard; sustain minor, encounter) Zone

Area burst 4 within 10; creates a zone of darkness that blocks line of sight (creatures with darkvision ignore this effect).

Keen Scimitar (minor; requires scimitar; encounter)

if the next attack the darkpact stalker makes before the end of its next turn is a hit, treat it as a critical hit.

Combat Advantage

The darkpact stalker deals 2d6 extra damage on melee and ranged attacks against any target it has combat advantage against.

Dark Step (move; at-will)

The darkpact stalker moves 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to.

Invisibility (minor; recharge ) Illusion

The darkpact stalker becomes invisible until the end of its next turn.

Alignment Unaligned        Languages Common
Skills Stealth +15, Thievery +15
Str 12 (+6)      Dex 21 (+10)      Wis 14 (+7)
Con 15 (+7)      Int 14 (+7)      Cha 19 (+9)

Equipment: black feyweave armor, dagger x4, scimitar .

Published in Dungeon Magazine 163, page(s) 10.