From: Obsidian Alchemists Conclave
Lore: The legend of the Luminous Nightstalkers traces back to an ancient pact forged by the founding members of the Obsidian Alchemist’s Conclave with an enigmatic entity known as the “Shadowbringer.” Seeking to secure their fortress from threats during the dark hours, the alchemists sought the aid of this entity, which dwells in the realm of shadows and darkness.
In exchange for an offering of aetheric essence and arcane knowledge, the Shadowbringer granted the alchemists the knowledge to create the Luminous Nightstalkers. These sleek and predatory creatures were carefully crafted through a complex ritual involving moonlit aetheric energies and a blend of feline and ethereal essences. The outcome was a formidable breed of guardians blessed with enhanced senses and abilities, making them the perfect protectors of the conclave during the night.

Tier One Stats:
- Age: Luminous Nightstalkers have a remarkable lifespan, living for approximately 50 to 60 years.
- Height: Stand at the shoulder, they are around 3 to 4 feet tall.
- Weight: Average around 80 to 100 pounds.
- Speed: Luminous Nightstalkers exhibit exceptional speed, with a base walking speed of 40 feet.
- Size: Medium.
- Skills: Stealth: They possess a natural aptitude for stealth, allowing them to move silently and hide effectively in shadows.
- Perception: Luminous Nightstalkers have highly acute senses, especially during the night, allowing them to detect even the faintest intruder in the darkness.
- Tags: Shadow, Guardian, Ethereal, Aetheric, Night, Feline, Bioluminescent, Predator, Silent, Loyal, Mystical, Agile, Protective
Appearance: Luminous Nightstalkers exhibit the majestic grace of large felines, with sleek midnight-black fur that seamlessly blends with the shadows of the night. The most striking feature is their bioluminescent markings, which glow in various colors, ranging from a haunting azure to a mesmerizing violet. These glowing patterns accentuate their powerful muscles, enhancing their eerie and awe-inspiring appearance.
Purpose: The Luminous Nightstalkers serve as the guardians of the Obsidian Alchemist’s Conclave during the night. Their extraordinary night vision, heightened senses, and agility make them unparalleled hunters under the cover of darkness. They patrol the labyrinthine corridors and outer perimeters of the fortress, detecting and neutralizing intruders who attempt to infiltrate under the cloak of night.
Sound: Luminous Nightstalkers move with a hauntingly silent grace, making minimal sound as they traverse the conclave’s dark passages. The only audible sounds are faint, ghostly whispers of their fur brushing against the shadows.
Requirements: Creating Luminous Nightstalkers is a complex and sacred ritual, guarded jealously by the alchemists of the Obsidian Conclave. The ritual requires the alchemists to obtain rare moonlit aetheric energies and merge them with the essence of felines and ethereal entities. As such, only the most skilled and trusted alchemists are entrusted with the knowledge to perform the ritual.
Attacks: Luminous Nightstalkers are fierce hunters and are capable of using their sharp claws and powerful jaws in combat. They can leap great distances and pounce on their targets with incredible speed and precision.
Emotions: Luminous Nightstalkers do not experience emotions as humans do. They are devoted and loyal protectors of the Obsidian Alchemist’s Conclave, driven by their inherent instincts and the bond between their essence and the Shadowbringer’s influence. Their purpose is unwavering – to ensure the safety of the conclave and eliminate any threats that may arise under the shroud of night.
Luminous Nightstalkers embody the arcane and mysterious nature of the Obsidian Alchemist’s Conclave, adding a touch of awe-inspiring and formidable guardians to the fortress. Adventurers who dare to confront the conclave will have to navigate the dangers posed by these ethereal feline protectors, bringing an additional layer of challenge and intrigue to the world of Saṃsāra.
Pact of the Shadowed Guardians
In the ancient chronicles of Saṃsāra, a world steeped in the ebb and flow of magic, there exists a tale so old that its origins are lost to the whispers of a tongue long forgotten, preserved only through the careful translations of sages and alchemists. This legend, etched into the lore of the Obsidian Alchemist’s Conclave, tells of the Luminous Nightstalkers, sleek and predatory guardians born of shadow and moonlight, whose bioluminescent markings illuminate the darkness of the night. It is a story that has endured for over nine thousand years, since the first Isekai souls arrived on this world, bringing with them the knowledge to forge pacts with entities beyond mortal ken.
Long ago, when the Obsidian Alchemist’s Conclave was but a fledgling stronghold on the Isle of Blackened Spires, its founding members faced a grave challenge. The fortress, carved from volcanic stone and nestled amidst treacherous cliffs, was a beacon of arcane knowledge, attracting both scholars and thieves. While the alchemists could defend their halls during the day with their rituals and enchanted devices, the night brought unseen dangers. Shadows cloaked the movements of intruders, and the labyrinthine corridors of the conclave became a battleground for those who sought to steal its secrets under the cover of darkness. The alchemists knew they needed guardians capable of navigating the night, protectors who could see through the shroud of shadows and strike with deadly precision.
The founders of the conclave, a council of seven alchemists renowned for their mastery of the arcane, gathered in the deepest chamber of the fortress under the light of a full moon. There, they performed a ritual to summon an entity known as the Shadowbringer, a being of darkness and mystery said to dwell in the realm of shadows, a plane where light and shadow intertwined in an eternal dance. The Shadowbringer was not a god, but a force of primal power, its form a shifting mass of darkness pierced by eyes that glowed like twin stars. The alchemists, led by a woman named Kaelith, offered the entity a tribute of aetheric essence, distilled from the raw magical energies that permeated Saṃsāra, and a trove of arcane knowledge, inscribed in tomes that held secrets from across the multiverse.
The Shadowbringer, intrigued by the offering, agreed to aid the alchemists. In exchange for their tribute, it bestowed upon them the knowledge to create the Luminous Nightstalkers, guardians forged from the essence of shadow and moonlight. The ritual was complex, requiring the alchemists to gather rare moonlit aetheric energies, harvested only during the fullest moon, and blend them with the essence of felines—great cats known for their stealth and ferocity—and ethereal entities drawn from the aetheric plane. Under the Shadowbringer’s guidance, the alchemists performed the ritual in a sacred grove outside the conclave, where the moonlight bathed the ground in a silvery glow.
As the ritual reached its climax, the aetheric energies swirled around a circle of runes, their shapes glowing with an otherworldly light. The essence of the felines and ethereal beings merged, their forms coalescing into sleek, midnight-black creatures that stood three to four feet at the shoulder. Their fur was as dark as the night itself, blending seamlessly with the shadows, but their most striking feature was the bioluminescent markings that adorned their bodies. These glowing patterns, ranging from haunting azure to mesmerizing violet, pulsed with a soft light, accentuating the powerful muscles beneath their fur and giving them an eerie, awe-inspiring appearance. Thus, the first Luminous Nightstalkers were born, their creation a testament to the alchemists’ pact with the Shadowbringer.
The Nightstalkers were everything the alchemists had hoped for and more. They moved with a hauntingly silent grace, their paws making no sound as they traversed the conclave’s dark passages, the only noise a faint, ghostly whisper as their fur brushed against the shadows. Their senses were acute, especially under the cover of night, allowing them to detect even the faintest intruder. They could see through the deepest darkness, their eyes glowing with the same ethereal light as their markings, and their speed was unmatched, with a base walking speed of forty feet that allowed them to cover great distances in mere moments. They were fierce hunters, capable of leaping great distances and pouncing on their targets with incredible precision, their sharp claws and powerful jaws rending through armor and flesh alike.
The Luminous Nightstalkers became the guardians of the Obsidian Alchemist’s Conclave during the night, patrolling the labyrinthine corridors and outer perimeters of the fortress with unwavering dedication. They were driven by instinct and the bond forged with the Shadowbringer’s influence, their purpose clear: to protect the conclave and eliminate any threats that dared to infiltrate under the shroud of darkness. They did not experience emotions as mortals did, their loyalty not born of love or attachment but of an inherent drive to fulfill their role. The alchemists, in turn, treated the Nightstalkers with a mixture of reverence and caution, for while the creatures were loyal protectors, their predatory nature made them formidable and unpredictable.
Over the centuries, the ritual to create Luminous Nightstalkers was perfected, though it remained a sacred and jealously guarded secret, known only to the most skilled and trusted alchemists of the conclave. The Nightstalkers’ numbers grew, and they became a vital part of the fortress’s defenses, their glowing markings a warning to any who dared to approach under the cover of night. Their lifespans, extended by their aetheric nature, stretched to fifty or sixty years, allowing them to serve the conclave for generations. Tales of their prowess spread across Saṃsāra, told in the floating cities and whispered in the dark caves of megacities, where they became a symbol of the alchemists’ power and the mysteries of the night.
Adventurers who sought to infiltrate the Obsidian Alchemist’s Conclave learned to fear the Luminous Nightstalkers, for the creatures were relentless in their pursuit of intruders. Many a thief or spy met their end in the jaws of a Nightstalker, their bodies left as a warning to others who might dare to challenge the conclave’s defenses. Yet some saw the Nightstalkers as a marvel, a testament to the alchemists’ ability to harness the forces of shadow and moonlight, and their glowing forms inspired both awe and dread in equal measure.
The legend of the Luminous Nightstalkers endured through the ages, a story of power, mystery, and the unbreakable pact between the alchemists and the Shadowbringer. It was a tale that spoke of the lengths to which mortals would go to protect their secrets, and of the creatures born from the union of light and shadow, who stood as eternal guardians of the night.
Moral of the Story: Power forged through pacts with the unknown comes with a price, and those who wield it must be prepared to face the shadows they summon, lest they be consumed by the darkness they sought to command.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition): In Call of Cthulhu, the Luminous Nightstalker is a supernatural predator guarding the Obsidian Alchemist’s Conclave, reimagined as a cult-like stronghold. Its stealth and senses make it a terrifying threat during nocturnal investigations.
Luminous Nightstalker
- STR 70
- CON 60
- SIZ 60
- INT 40
- POW 60
- DEX 80
- APP —
- SAN —
- HP 12
- Damage Bonus: +1D4
- Build: 1
- Move: 10
- Luck: —
- Magic Points: 12
- Armor: 2 (sleek fur).
- Sanity Loss: 1/1D6 to see a Luminous Nightstalker due to its eerie bioluminescent markings.
- Attacks
- Claw 50%, damage 1D6 + DB (1D4).
- Bite 40%, damage 1D8 + DB (1D4).
- Pounce: If the Nightstalker moves at least 5 yards before attacking, it can make a claw attack with a bonus die. On a hit, the target must make a STR roll (opposed by the Nightstalker’s STR) or be knocked prone.
- Special Abilities
- Night Vision: The Nightstalker can see perfectly in darkness, ignoring all penalties for low light or darkness.
- Stealthy Predator: The Nightstalker gains a bonus die on Stealth rolls at night or in shadowy environments.
- Aetheric Sustenance: The Nightstalker regenerates 1 Magic Point per round while in an area of high magical energy (such as the Obsidian Alchemist’s Conclave).
- Shadow Blend: In darkness or shadows, the Nightstalker’s bioluminescent markings can be dimmed, granting a bonus die on Stealth rolls to remain unseen.
- Gameplay Notes: In Call of Cthulhu, the Luminous Nightstalker is a dangerous guardian for investigators infiltrating the Conclave at night. Its high DEX and stealth abilities make it a formidable ambusher, while its Night Vision ensures it can track intruders effectively. The Sanity loss reflects its eerie appearance, fitting the game’s horror tone. To balance, its HP is moderate, and its attacks can be avoided with careful planning (e.g., using light to negate its stealth advantage), ensuring investigators have a chance to survive if they’re cautious.
Blades in the Dark: In Blades in the Dark, the Luminous Nightstalker is a supernatural predator guarding the Obsidian Alchemist’s Conclave, reimagined as a gothic stronghold. It poses a significant threat during nocturnal scores.
Luminous Nightstalker
- (Elite Threat)
- Tier: II
- Scale: 1 (individual)
- Quality: 3 (enhanced senses and stealth)
- Magnitude: 4 (supernatural predator)
- Harm: Rending Claws (Level 2 Harm, “Slashed”), Crushing Bite (Level 2 Harm, “Mauled”)
- Resistances: +1d to resist detection in darkness or shadows.
- Weaknesses: Vulnerable to bright light (reduces Quality to 2 and Magnitude to 3 when exposed to sunlight or equivalent illumination).
- Special Abilities
- Night Vision: The Nightstalker can see perfectly in darkness, negating any penalties for low light. It gains +1d to engagement rolls when ambushing in dark environments.
- Stealthy Predator: When in shadows or darkness, the Nightstalker gains +1d to Prowl rolls to remain undetected.
- Pounce: When the Nightstalker attacks from stealth, it can perform a “Pounce” maneuver (Risky/Great effect), dealing Level 2 Harm (“Slashed”) and potentially knocking the target down (Resolve roll to resist).
- Bioluminescent Markings: The Nightstalker can dim or brighten its markings. Brightening them creates a distraction (Controlled/Standard effect to create an opportunity), while dimming them enhances stealth (as above).
- Gameplay Notes: In Blades in the Dark, the Luminous Nightstalker is an elite threat for a crew attempting a score in the Conclave at night. Its stealth and ambush abilities make it a dangerous foe, fitting the game’s gothic tone. The crew might need to use light sources or Attune to disrupt its aetheric nature, reducing its effectiveness. To balance, its vulnerability to light provides a clear counter, and its Magnitude ensures it’s a significant but not overwhelming threat for a Tier II crew.
Dungeons & Dragons (5th Edition): In Dungeons & Dragons 5e, the Luminous Nightstalker is a magical beast guarding the Obsidian Alchemist’s Conclave. Its stealth, speed, and senses make it a formidable nocturnal predator.
Luminous Nightstalker
- Medium magical beast, neutral
- Armor Class: 15 (natural armor)
- Hit Points: 52 (8d8 + 16)
- Speed: 40 ft.
- STR: 16 (+3)
- DEX: 18 (+4)
- CON: 14 (+2)
- INT: 6 (-2)
- WIS: 14 (+2)
- CHA: 10 (+0)
- Saving Throws: Dex +6
- Skills: Perception +4, Stealth +6
- Senses: Darkvision 120 ft., passive Perception 14
- Languages: —
- Challenge: 3 (700 XP)
- Traits
- Night Vision: The Nightstalker can see in darkness, both magical and nonmagical, as if it were bright light, out to a range of 120 feet.
- Stealthy Predator: The Nightstalker has advantage on Stealth checks made in darkness or dim light.
- Pounce: If the Nightstalker moves at least 20 feet straight toward a creature and then hits with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Nightstalker can make one bite attack against it as a bonus action.
- Bioluminescent Markings: The Nightstalker can dim or brighten its markings as a bonus action. Dimming them grants advantage on Stealth checks. Brightening them imposes disadvantage on Wisdom (Perception) checks to notice other creatures within 10 feet of the Nightstalker for 1 round.
- Actions
- Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
- Gameplay Notes: In D&D 5e, the Luminous Nightstalker is a CR 3 creature, suitable for a low to mid-level party infiltrating the Conclave at night. Its Stealthy Predator trait and Pounce ability make it a dangerous ambusher, while its Night Vision ensures it excels in darkness. Adventurers might counter it with light-based spells (e.g., light or daylight) to reduce its stealth advantage. To balance, its HP is moderate, and its Bioluminescent Markings provide a tactical choice, allowing players to exploit its distraction ability if they survive the initial ambush.
Knave (2nd Edition): In Knave 2e, the Luminous Nightstalker is a magical predator guarding the Conclave. Knave’s minimalist system emphasizes its stealth and combat abilities, making it a challenging foe in dark environments.
Luminous Nightstalker
- HD: 4 (16 HP)
- Armor: 14 (natural armor)
- Move: 40 ft.
- Morale: 8
- Attacks: Claw +4 (1d6+2 slashing), Bite +4 (1d8+2 piercing)
- Saves: Dex +4, Wis +2
- Special
- Night Vision: The Nightstalker can see perfectly in darkness, ignoring all penalties for low light.
- Stealthy Predator: The Nightstalker gains a +2 bonus to Stealth rolls in darkness or shadows.
- Pounce: If the Nightstalker moves at least 20 ft. before attacking, it can make a claw attack with a +2 bonus to hit. On a hit, the target must make a Str save (DC 12) or be knocked prone, allowing the Nightstalker to make a bite attack as a free action.
- Bioluminescent Markings: The Nightstalker can dim or brighten its markings as a free action. Dimming them grants a +2 bonus to Stealth. Brightening them imposes a –2 penalty to enemy Wis rolls to notice other creatures within 10 ft. for 1 round.
- Aetheric Sustenance: In a magical area (like the Conclave), the Nightstalker regains 1d4 HP at the start of its turn.
- Loot
- Aetheric Shard (1 slot, magical): A glowing fragment that can be used to create a distraction (–2 to enemy Wis rolls for 1 round).
- Gameplay Notes: In Knave 2e, the Luminous Nightstalker is a challenging foe for adventurers infiltrating the Conclave at night. Its stealth and pounce abilities make it a deadly ambusher, while its Bioluminescent Markings add tactical depth. Players might use light sources or magical items to counter its stealth advantage. To balance, its HP is moderate, and its loot provides a reward for defeating it, fitting Knave’s focus on gear-driven play.
Fate Core System: In Fate Core, the Luminous Nightstalker is a stealthy, supernatural predator guarding the Obsidian Alchemist’s Conclave. Fate’s narrative focus highlights its role as a nocturnal guardian with tactical abilities.
Luminous Nightstalker
- (Supporting NPC)
- Aspects:
- Shadowbound Nocturnal Guardian
- Bioluminescent Feline Predator
- Silent Stalker of the Night
- Bound to the Shadowbringer’s Will
- Vulnerable to Bright Light
- Skills:
- Great (+4): Stealth
- Good (+3): Fight
- Fair (+2): Notice
- Average (+1): Athletics
- Stress: [ ] [ ] [ ] (3 boxes)
- Consequences:
- Mild (2)
- Moderate (4)
- Stunts:
- Night Vision: The Nightstalker ignores all obstacles related to darkness when using Stealth or Notice, and gains +2 to Notice rolls in low-light conditions.
- Pounce: When the Nightstalker attacks after moving at least 1 zone undetected, it gains +2 to its Fight roll and can create the aspect “Knocked Prone” on a successful hit, with one free invoke.
- Bioluminescent Markings: The Nightstalker can create an advantage using Stealth by dimming its markings (+2 to the roll in darkness), or using Notice by brightening them to distract foes, creating the aspect “Distracted by Glow” with one free invoke.
- Notes: The Nightstalker takes +2 shifts of stress from bright light effects (e.g., a spell or device with an aspect like “Blinding Radiance”).
- Gameplay Notes: In Fate Core, the Luminous Nightstalker is a supporting NPC that challenges players during a nighttime infiltration of the Conclave. Its Stealth and Pounce abilities make it a dangerous ambusher, while its Bioluminescent Markings add tactical depth. Players might counter it by creating advantages with light sources or using magic to disrupt its aetheric nature. To balance, its stress track is moderate, and its vulnerability to light provides a clear counter, fitting Fate’s narrative-driven play.
Numenera (Cypher System): In Numenera, using the Cypher System, the Luminous Nightstalker is a supernatural predator tied to the aetheric energies of Saṃsāra, reimagined as a numenera-like entity in a strange ruin. It excels in stealth and ambushes.
Luminous Nightstalker
- (Level 5)
- Motive: Protect the Obsidian Alchemist’s Conclave from intruders
- Environment: Found in dark, magical areas, such as the Conclave at night
- Health: 15
- Damage Inflicted: 5 (claw or bite)
- Armor: 1 (sleek fur)
- Movement: Long (40 feet per round)
- Modifications:
- Stealth as level 6 in darkness or shadows
- Perception as level 6 in low light or darkness
- Speed defense as level 4 due to agility
- Combat:
- Claw or Bite: Deals 5 points of damage.
- Pounce: If the Nightstalker moves at least a short distance before attacking, it deals 7 points of damage on a hit and the target must succeed on a Might defense roll (difficulty 5) or be knocked prone.
- Bioluminescent Markings: The Nightstalker can dim or brighten its markings. Dimming enhances its stealth (as above). Brightening creates a distraction, increasing the difficulty of Perception rolls to notice other creatures within short range by 1 step for 1 round.
- Interaction: The Nightstalker cannot be reasoned with; it exists to guard the Conclave. It will flee if exposed to bright light (e.g., a cypher emitting sunlight), reducing its level to 3 for 1 minute.
- Use: The Nightstalker is a nocturnal predator that ambushes intruders in the Conclave, forcing players to use light or stealth to avoid it.
- Loot: 1-2 cyphers (e.g., a shard that emits a distracting glow or a device that enhances stealth).
- Gameplay Notes: In Numenera, the Luminous Nightstalker is a level 5 creature, a significant threat for players exploring a Saṃsāra-like ruin at night. Its stealth and pounce abilities make it a deadly ambusher, while its Bioluminescent Markings add tactical options. The GM can use GM intrusions to escalate the threat (e.g., the Nightstalker’s markings distract a player at a critical moment). To balance, its vulnerability to light provides a counter, and its health is moderate, encouraging players to use clever tactics or cyphers to survive.
Pathfinder (2nd Edition): In Pathfinder 2e, the Luminous Nightstalker is a magical beast guarding the Obsidian Alchemist’s Conclave. Its stealth, speed, and senses make it a formidable nocturnal predator.
Luminous Nightstalker
- (Creature 4)
- NE Medium Magical Beast
- Perception: +12; darkvision, low-light vision
- Languages: None
- Skills: Acrobatics +10, Stealth +12 (+14 in darkness or shadows), Survival +10
- Str +3, Dex +4, Con +2, Int -2, Wis +3, Cha +1
- AC: 20; Fort +10, Ref +12, Will +9
- HP: 60
- Aetheric Sustenance: In a magical area (like the Conclave), the Nightstalker regains 5 HP at the start of its turn.
- Speed: 40 feet
- Offense
- Claw [one-action] +12 (agile), Damage 2d6+5 slashing
- Bite [one-action] +12, Damage 2d8+5 piercing
- Pounce [one-action] The Nightstalker Strides up to its Speed and makes a claw Strike at the end of the movement. If the Strike hits, the target must succeed on a DC 20 Fortitude save or be knocked prone. If the target is knocked prone, the Nightstalker can make a bite Strike against it as a free action.
- Bioluminescent Markings [one-action] The Nightstalker dims or brightens its markings. Dimming grants a +2 circumstance bonus to Stealth checks for 1 minute. Brightening causes enemies within 10 feet to take a –2 penalty to Perception checks for 1 round (DC 20 Will save negates).
- Gameplay Notes: In Pathfinder 2e, the Luminous Nightstalker is a level 4 creature, suitable for a party of 3rd- to 5th-level characters infiltrating the Conclave at night. Its Pounce and Stealth abilities make it a dangerous ambusher, while its Bioluminescent Markings add tactical depth. Adventurers might counter it with light-based spells (e.g., light) to reduce its stealth bonus. To balance, its HP is moderate, and the Perception penalty from its markings can be resisted, ensuring it’s a challenge but not overwhelming.
Savage Worlds (Adventure Edition): In Savage Worlds, the Luminous Nightstalker is a supernatural predator guarding the Conclave. Its abilities fit the system’s fast-paced, cinematic style, making it a formidable foe in darkness.
Luminous Nightstalker
- (Wild Card)
- Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
- Skills: Fighting d8, Notice d10, Stealth d10
- Pace: 8; Parry: 6; Toughness: 6 (1)
- Special Abilities:
- Armor +1: Sleek fur.
- Night Vision: The Nightstalker ignores all penalties for Dim or Dark Illumination and can see in Pitch Darkness.
- Stealthy Predator: The Nightstalker gains +2 to Stealth rolls in darkness or shadows.
- Pounce: If the Nightstalker moves at least 4” before attacking, it can perform a Wild Attack (+2 to Fighting and damage, –2 Parry until its next turn). On a hit, the target must make a Strength roll (TN 4) or be knocked prone, allowing the Nightstalker a free bite attack.
- Bioluminescent Markings: The Nightstalker can dim or brighten its markings as a free action. Dimming grants +2 to Stealth. Brightening imposes a –2 penalty to Notice rolls for enemies within 2” for 1 round.
- Claw: Str+d6 slashing damage.
- Bite: Str+d8 piercing damage.
- Aetheric Sustenance: In a magical area (like the Conclave), the Nightstalker heals 1 Wound at the start of its turn.
- Weakness: Vulnerable to bright light (e.g., a power with the “light” trapping); such effects impose a –2 penalty to all rolls.
- Gameplay Notes: In Savage Worlds, the Luminous Nightstalker is a Wild Card, a significant threat for a group of Novice to Seasoned characters infiltrating the Conclave at night. Its Pounce and Stealth abilities make it a deadly ambusher, while its Bioluminescent Markings add tactical options. Players might counter it with light-based powers or gear. To balance, its Toughness is moderate, and its vulnerability to light provides a clear counter, fitting the system’s cinematic tone.
Shadowrun (6th Edition): In Shadowrun, the Luminous Nightstalker is a magical critter guarding the Obsidian Alchemist’s Conclave, reimagined as a hidden magical facility in the Sixth World. Its stealth and senses make it a formidable nocturnal predator.
Luminous Nightstalker
- (Critter)
- Attributes:
- Body: 4
- Agility: 7
- Reaction: 6
- Strength: 5
- Charisma: 3
- Intuition: 5
- Logic: 3
- Willpower: 4
- Edge: 4
- Initiative: 11 + 1d6
- Defense Rating: 6
- Condition Monitor: 10 (Physical)
- Skills: Close Combat 6, Perception 7, Stealth 8
- Powers:
- Night Vision: The Nightstalker can see perfectly in darkness, ignoring all penalties for low light or darkness. It gains +2 dice to Perception tests in low-light conditions.
- Stealthy Predator: The Nightstalker gains +2 dice to Stealth tests in darkness or shadows.
- Pounce: If the Nightstalker moves at least 5 meters before attacking, it can make a Close Combat attack with +2 dice. On a hit, the target must make a Body + Strength test (TN 5) or be knocked prone, allowing a free bite attack (Close Combat 6, 6P damage).
- Bioluminescent Markings: The Nightstalker can dim or brighten its markings as a minor action. Dimming grants +2 dice to Stealth. Brightening imposes a –2 dice penalty to Perception tests for enemies within 5 meters for 1 round.
- Natural Weapons: Claw (Close Combat 6, 5P damage), Bite (Close Combat 6, 6P damage).
- Aetheric Sustenance: In a high-magic area (like the Conclave), the Nightstalker regains 1 box of damage per combat turn.
- Weaknesses: Vulnerable to bright light (e.g., a spell or device with a “light” signature); such effects impose a –2 dice penalty to all rolls.
- Gameplay Notes: In Shadowrun, the Luminous Nightstalker is a dangerous critter for runners infiltrating a magical facility like the Conclave at night. Its stealth and pounce abilities make it a deadly ambusher, while its Night Vision ensures it excels in darkness. Runners might counter it with flash-paks or light-based spells to reduce its effectiveness. To balance, its Condition Monitor is moderate, and its vulnerability to light provides a clear counter, fitting the game’s high-stakes tone.
Starfinder (1st Edition): In Starfinder, the Luminous Nightstalker is a magical beast from Saṃsāra, reimagined as an extraplanar creature on a magical planet. Its stealth and senses make it a formidable nocturnal predator.
Luminous Nightstalker
- (CR 4)
- NE Medium magical beast
- Initiative: +4
- Senses: Darkvision 120 ft., low-light vision; Perception +10
- EAC: 16; KAC: 18
- HP: 52
- Fort: +6; Ref: +8; Will: +5
- Speed: 40 ft.
- Melee: Claw +11 (1d8+7 S), Bite +11 (2d6+7 P)
- Offensive Abilities: Pounce
- Statistics: Str +3; Dex +4; Con +2; Int -2; Wis +2; Cha +1
- Skills: Acrobatics +10, Stealth +13 (+15 in darkness or shadows)
- Languages: None
- Special Abilities:
- Night Vision (Ex): The Nightstalker can see in darkness, both magical and nonmagical, as if it were bright light, out to a range of 120 feet.
- Stealthy Predator (Ex): The Nightstalker gains a +2 bonus to Stealth checks in darkness or dim light.
- Pounce (Ex): When the Nightstalker charges, it can make a full attack (claw and bite) at the end of the charge. If the claw attack hits, the target must succeed on a DC 15 Reflex save or be knocked prone.
- Bioluminescent Markings (Su): The Nightstalker can dim or brighten its markings as a swift action. Dimming grants a +2 bonus to Stealth checks for 1 minute. Brightening causes enemies within 10 feet to take a –2 penalty to Perception checks for 1 round (DC 15 Will save negates).
- Aetheric Sustenance (Su): In a magical area (like the Conclave), the Nightstalker regains 5 HP at the start of its turn.
- Gameplay Notes: In Starfinder, the Luminous Nightstalker is a CR 4 creature, suitable for a party of 3rd- to 5th-level characters exploring a magical ruin on a Saṃsāra-like planet. Its Pounce and Stealth abilities make it a dangerous ambusher, while its Night Vision ensures it excels in darkness. Players might counter it with light-based tech (e.g., a photon grenade) to reduce its stealth advantage. To balance, its HP is moderate, and the Perception penalty from its markings can be resisted, ensuring it’s a challenge but not overwhelming.
Traveller (2nd Edition, Mongoose Publishing): In Traveller, the Luminous Nightstalker is a magical predator on a high-magic world like Saṃsāra, encountered during exploration. Traveller’s focus on realism makes it a stealthy, nocturnal threat.
Luminous Nightstalker
- (Animal)
- STR: 8
- DEX: 10
- END: 7
- INT: 4
- EDU: 0
- SOC: 0
- Hull Points: 0
- Armor: 1 (sleek fur)
- Skills: Athletics 2, Melee 2, Recon 3, Stealth 3
- Attacks:
- Claw (Melee 2, 1d6+2 damage)
- Bite (Melee 2, 2d6 damage)
- Pounce: If the Nightstalker moves at least 10 meters before attacking, it gains a +1 DM to its claw attack. On a hit, the target must make a STR check (8+) or be knocked prone, allowing a free bite attack.
- Special:
- Night Vision: The Nightstalker can see perfectly in darkness, ignoring all penalties for low light.
- Stealthy Predator: The Nightstalker gains a +2 DM to Stealth checks in darkness or shadows.
- Bioluminescent Markings: The Nightstalker can dim or brighten its markings. Dimming grants a +2 DM to Stealth. Brightening imposes a –2 DM to Recon checks for enemies within 5 meters for 1 round.
- Aetheric Sustenance: In a magical area, the Nightstalker regains 1 END per minute.
- Traits: Fast (40 meters per round).
- Number Encountered: 1d3
- Gameplay Notes: In Traveller, the Luminous Nightstalker is a dangerous predator for a party exploring a Saṃsāra-like world at night. Its stealth and pounce abilities make it a deadly ambusher, while its Night Vision ensures it excels in darkness. Players might counter it with light sources or advanced sensors to reduce its stealth advantage. To balance, its END is moderate, and its attacks can be avoided with careful planning, fitting the system’s focus on survival and exploration.
Warhammer Fantasy Roleplay (4th Edition): In Warhammer Fantasy Roleplay, the Luminous Nightstalker is a magical beast guarding a Saṃsāra-like setting, fitting the grim and perilous tone. Its stealth and senses make it a formidable nocturnal predator.
Luminous Nightstalker
- (Beast)
- M: 8
- WS: 45
- BS: —
- S: 40
- T: 35
- I: 50
- Agi: 50
- Dex: 30
- Int: 20
- WP: 40
- Fel: 20
- W: 14
- Traits:
- Night Vision: The Nightstalker can see perfectly in darkness, ignoring all penalties for low light.
- Stealthy: The Nightstalker gains +20 to Stealth tests in darkness or shadows.
- Pounce: If the Nightstalker moves at least 4 yards before attacking, it gains +10 to its WS for a claw attack. On a hit, the target must make a Challenging (+0) Strength test or be knocked prone, allowing a free bite attack (WS 45, 6 Damage).
- Bioluminescent Markings: The Nightstalker can dim or brighten its markings as a free action. Dimming grants +20 to Stealth for 1 minute. Brightening imposes a –20 penalty to Perception tests for enemies within 4 yards for 1 round.
- Weapon+6 (Claw): 6 Damage.
- Weapon+8 (Bite): 8 Damage.
- Aetheric Sustenance: In a magical area, the Nightstalker regains 1 Wound per round.
- Optional Traits:
- Hunter: The Nightstalker always targets the weakest opponent first.
- Gameplay Notes: In Warhammer Fantasy Roleplay, the Luminous Nightstalker is a dangerous foe for a party investigating a magical site like the Conclave at night. Its Pounce and Stealth abilities make it a deadly ambusher, while its Bioluminescent Markings add tactical depth. Characters might counter it with torches or spells (e.g., Light) to reduce its stealth advantage. To balance, its Wounds are moderate, and its Perception penalty can be avoided with a successful test, ensuring it’s a challenge but not a party-killer.

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