These are some things I’ve been talking about lately. I’m a little concerned about the CR for the night hunter. The creature, on it’s own, would be no problem for a part of around probably third or fourth level, but, as you’ll see in the description, they are never encountered alone and the presence of one other night hunter may more than double the difficulty. How does one figure a CR for something like this?
Night Hunter
Medium-sized monstrous humanoid (nightmare, servitor race)
Hit Dice: 3d8+6 (19 HP)
Initiative: +6 (+2 dex)
Speed: 40 feet
AC: 17 (+2 dex, +2 leather, +3 natural)
Atk/Dmg: Hooked Spear +4 melee, 1d8+3; Longbow +5 ranged, 1d8; Barbed Net +5 ranged, 1 and entangle.
Special Attacks: Visage, Poison Use
Special Qualities: Darkvision 120 feet, low-light vision, Regeneration 2, Traveling, Vessel of the Shattered One
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 11, Cha 13
Skills: Hide +9*, Move Silently +4, Spot +4, Survival +4*
Feats: Track, Stealthy
Organization: Pair, Hunting Party 4-6, Cluster 8-12
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
The night hunters are unfortunate minions of the Lord of Nightmares who have been transformed into twisted horrors. As a servitor race of the Shattered One, they are slaves to his will and fulfill his every command, or die trying. From time to time, they deliver messages for their master, but more often, his command is to track down and capture - or kill - unfortunate souls who have drawn his attention or ire.
A night hunter is a muscular, seven-foot tall creature of vaguely humanoid shape. Its hands have three clawed fingers and its skin is the color of obsidian. Most disturbing, however, is their lack of faces; where the features would be, there is only a flat surface without even any suggestion of eyes, nose or mouth, though some who encounter them say that they wear the faces of loved ones as well.
Night hunters can understand most languages, but, lacking vocal organs, they are incapable of speech themselves.
Combat
Night hunters are dedicated hunters and terrifying opponents. They do not give any thought to dying in the service of their master, though they are not above retreating from a battle that turns bad for them, returning later with reinforcements, or when they have gained some other advantage. Their favored tactic is ambush, hailing them with poisoned arrows or using barbed nets to entangle victims before closing in with their hooked spears.
Visage: As nightmare creatures, night hunters have the power to influence the minds of those who look upon them. This particular power manifests in the ability make their victims see the faces of their loved ones on their blank visages, who immediately begin to deride and berate them. To use this power, the night hunter must focus its attention on a single victim, who then must attempt a will save (DC 10 +1/2 HD + cha bonus; 13 in this case) or take a -2 morale penalty to all attack and damage rolls for as long as the night hunter chooses maintains this power, which is a free action that requires a concentration check (10 + half of any damage taken that round). Any individual who saves against this power cannot be affected by any other night hunter’s visage power for one day in dream time, or until waking, whichever is first.
Poison Use: Night Hunters do not risk accidentally poisoning themselves when applying poison to a weapon. They often coat their spears and arrows with a particular poison that numbs and paralyzes the body. Its initial damage is 2d6 dexterity damage and one minute later, it numbs the victim so much that they can take only partial actions for a number of hours equal to the dexterity damage they took. A successful fortitude save (DC 17) halves the damage and negates the numbing effect.
Regeneration: A night hunter does not take normal damage from any form of attack and regenerates two points of damage per round; however, this power is only active so long as at least one other night hunter in its hunting party is conscious. If all night hunters in the party are reduced below 0 HP and fall unconscious, all of them instantly perish, the body melting to nothing in a matter of seconds, leaving behind a shadow ooze which promptly crawls away to hide.
Traveling: When the night hunters need to go long distances, they do it by “traveling” through the darkness. When in light no brighter than moonlight, the night hunters move at a speed of fifty miles per minute, which doubles in total darkness. While traveling, they can make tracking checks without the usual penalty for moving quickly. To those who see this, the night hunters appear to be nothing more than a cloud of darkness (as per the spell). Night hunters can travel across any surface, or even through it, so long as it is not made of a material with a hardness greater than 5, or thicker than two feet.
Vessel of the Shattered One: The night hunters are sometimes used by the Shattered One to deliver messages, or to act as his eyes. Whenever a night hunter dons a waxen mask in the image of the Shattered One’s face, he may see and speak through it as if he were there himself.
* A night hunter’s coloration gives it a +5 racial bonus to hide checks when in dim light. As a native of the dreamworld, it can use survival instead of dream lore to track its prey.
Night Hunter Weaknesses
Though they are among the most feared creatures in all the world of dreams, the night hunters are not without weaknesses. As creatures of the darkest nightmares, the night hunters cannot be touched by light of day. If exposed to direct sunlight, they take one point of con damage each round until they escape into darkness. If they cannot escape before their constitution reaches 0, they die and their bodies melt into nothing, leaving behind only a shadow ooze.
They are also weakened by bright lights. If exposed to any light brighter than a torch, they take a -4 circumstance penalty to all attack and damage rolls, AC and skill checks. They take the same penalty if someone openly displays the blessed holy symbol of a good deity and cannot touch any person or enter any area affected by the following spells: Protection from Evil, Protection from Chaos, Magic Circle Against Evil, Magic Circle against Chaos, Consecrate, or Hallow.
Finally, night hunters are harmed by contact with any object made of pure gold (gold coins often have impurities and therefore do not count). If they touch any object made of pure gold, it burns their flesh, dealing 1d6 damage per round the contact persists. Because of this, the night hunters are often reluctant to go near people who bear such objects; however, under the driving force of the Shattered One’s will even that aversion will be overcome.
Night Hunter Characters
When a human becomes a night hunter, he loses all previous class levels, but this does not stop them from taking new levels afterward. With their stealthy nature, most night hunters take levels of rogue, which is their favored class. Some night hunters may become rangers, taking archery as their combat style.
And this is the spell that creates them, available only to those who are clerics or favored servants of the Shattered One.
Curse of the Night
Level: Nightmare 8
Transmutation
Components: V, S, M, DF, XP
Casting Time: One hour
Range: Close
Target: One humanoid who must be a host of a shadow ooze
Duration: Permanent
Saving Throw: Will negates
Spell Resistence: Yes
This evil ritual permanently transforms the unfortunate victim into a night hunter. The body and soul are utterly warped by the transformation, causing the subject to take on not only the physical characteristics, but also the mental and magical characteristics of the night hunter. The subject does not retain even a shred of its original memory and personality and is wholly and eternally bound to the will of the Shattered One and the individual who cast the curse.
If this spell is cast upon an individual who is in the dreamworld while sleeping, then the body dies and the mind and soul remain forever in the dreamworld. Because the spell so alters the subject on such a deep level, simple spells like Dispel Magic and Break Enchantment do not automatically end the spell, instead allowing the subject to attempt another will save to free himself, however, the DC for the dispel check is 10 higher than normal. The only way to be assured of breaking the spell is to convince the Shattered One to reverse the effect, which is unlikely, or by use of Wish, or Miracle.
The transformed victim is wholly enslaved by the will of the Shattered One forever and also bound to the individual who cast the spell until the caster dies. The night hunter obeys the commands of both to the best of its abilities unless the orders conflict, in which case the Shattered One’s will is always given precedence.
Casting this spell drains 2,000 XP from the caster.
Material Component: Specially prepared powdered rubies valuing no less than 5,000 GP.
Divine Focus: A waxen mask in the image of the Shattered One’s face, which must be worn by the caster during the ritual.