Dark Walker

Dark Walker is a template which can be applied to any non-mythic creature with an Intelligence score. It uses abilities as the base creature, with the following modifications.

**Challenge Rating**: As base creature +6

**Alignment**: A dark walker’s alignment shifts to chaotic evil.

**Mythic Tier**: A dark walker has a mythic tier of 10. It gains all of the cumulative abilities of its tier as specified on Table: Base Mythic Abilities but does not choose a mythic path.

**Type**: A dark walker gains the mythic and great old one subtypes, gaining all of the abilities of the great old one subtype.

**Defensive Abilities**: In addition to the defensive abilities granted by the mythic and great old one subtypes a dark walker gains the following defensive abilities.

*Immortality*: When a dark walker is slain, its consciousness materializes somewhere else on the same planet in a new body of its creation. Most often, this body is very different from the original body, and GMs should create a new creature with the dark walker template to reflect the altered nature of this foe.

*Profane Regeneration (Ex)*: A dark walker gains regeneration equal to its Hit Dice, suppressed by good-aligned and lawful-aligned attacks and spells. A dark walker can also suppress or reactivate its own regeneration as a free action.

**Special Attacks**: A dark walker gains the following special attacks.

*Primordial Lore (Ex)*: A dark walker knows the mythic versions of any spells and powers that it knows. In addition, it ignores spell and power resistance as well as any immunities that targets might possess to its spells, powers, spell-like abilities, or psi-like abilities.

*Unspeakable Presence (Su)*: Failing a Will save against a dark walker’s unspeakable presence causes an individual to submit as a thrall of Ristymal. The target immediately gains the psychosis greater madness, although its reverence to Ristymal stops it from targeting or otherwise willingly harming the dark walker which drove them to this state. The save DC of this insanity is equal to the save DC of unspeakable presence, and a dark walker can suppress or reactivate its unspeakable presence as a free action.

**Special Qualities**: A dark walker gains the following special qualities.

*Seamless Guise (Su)*: A dark walker is immediately aware of all divination and clairsentience effects which would involve, expose, or target them, and may falsify the results of such effects in order to make it convey whatever information the dark walker desires. For example, a dark walker could cause itself to read as a weak good-aligned creature to a detect good spell, cause a scrying spell targeting it to show that it is in a different location, or remove any indication of its presence in an area affected by a prying eyes spell. Use of this ability in ways that directly conflict with demonstrable reality is most often the only way to find out that someone is a dark walker.

*Telepathy (Su)*: A dark walker can communicate telepathically with any creature within 300 feet, or at any range with creatures which have previously been affected by its Unspeakable Presence.

*Unimpeded (Ex)*: A dark walker ignores the effects of any antimagic field, antitech field, or other environmental effect which would stop it from using its abilities or stop creatures from being affected by its abilities by suppressing technological or magical effects.

**Spell-Like Abilities**: A dark walker gains *true seeing* as a constant spell-like ability.

**Ability Scores**: +8 Str, +8 Dex, +8 con. This is in addition to any ability score bonuses gained through mythic ranks. If any of the dark walker’s mental ability scores are below 40, they are raised to 40.