The Looksee ManCreature 4
Source Pathfinder Adventure Path: Gatewalkers
Perception +14 (darkvision)
Languages Aklo, Common, Draconic, Dziriak, Fey, Shadowtongue
Skills Acrobatics +10, Arcana +12, Crafting +12, Medicine +10, Nature +8, Occultism +12, Stealth +10
Str +0, Dex +4, Con +2, Int +4, Wis +3, Cha -2
AC 21; Fort +11; Reflex +14; Will +14;
HP 70
Speed 25 feet
Dagger
+12 (+8, +4) to hit (agile, finesse, versatile s) 1d4 PiercingDagger
+12 (+8, +4) to hit (agile, thrown 10, versatile s) 1d4 PiercingShadow Blending
When the Looksee Man is Concealed as a result of dim light, the flat check to target him has a DC of DC 7 flat, not 5.
Shadow Stride
(illusion, occult, shadow)Requirements The Looksee Man is in dim light
Effect The Looksee Man Strides. He has a +10-foot status bonus to his Speed during this Stride. The DC from shadow blending increases to DC 11 flat during this Stride, and the Looksee Man remains Concealed by dim light until the end of the movement, even if he leaves dim light during the Stride.
Stalk Goggles SpecialistAs long as he wears his Greater Stalk Goggles, the Looksee Man can't be flanked by creatures of 4th level or lower.
Wizard Prepared Spells (DC 21, +14 to hit)
Cantrips (2nd Level): Shield, Tangle Vine, Telekinetic Hand
1st Level: Force Barrage, Thunderstrike
2nd Level: Acid Grip, Blazing Bolt, Gecko Grip
1st Level: Illusory Disguise
1st Level: Scramble Body
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
FetchlingA creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life in the Netherworld have transformed them.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
ShadowThis magic involves shadows or the energy of the Netherworld.