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
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.
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.