CREATURE 3
Perception +6; darkvision
Languages Abyssal, Common
Skills Abyss Lore +9, Acrobatics +7, Arcana +9, Deception +9, Intimidation +7, Occultism +9, Religion +6, Society +9, Stealth +7
Str +0 Dex +2 Con +0 Int +4 Wis +1 Cha +2
Items dagger, explorer's clothing, spellbook, staff
AC 17; Fort +5, Ref +7, Will +8
HP 29
Speed 25 feet
Melee staff +6 (two-handed 1d8), Damage 1d6 bludgeoning
Melee dagger +7 (agile, finesse, versatile s), Damage 1d4 piercing
Ranged dagger +7 (agile, thrown 10 feet, versatile s), Damage 1d4+1 piercing
Arcane Prepared Spells DC 21, attack +11; 2nd flaming sphere, invisibility; 1st charm, magic missile, ray of enfeeblement; Cantrips (2nd) chill touch, detect magic, mage hand, shield, tanglefoot
Divine Innate Spells DC 17; 2nd darkness
Drain Bonded Item Frequency once per day; Requirements The adept hasn't acted yet on this turn. Effect The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell level each time), without spending a spell slot. The adept must still Cast the Spell and meet the spell's other requirements.
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.
Bestiary, page 262.
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