Follow

Appearing to be a walking man covered in filthy rags of yellowing fire, the follow glares at you with it's soulless white eyes.

**FOLLOW    CR 3**

XP 600

CN medium Outsider (Darkstalker)

Init **+3;** Senses **see in darkness;** Perception **+4**

**DEFENSE**

**AC** 17, **touch** 15, **flat-footed** 12 (+2 armor, +5 Dex,)

**hp** 25 (3d10+9)

**Fort** +1, **Ref** +3, **Will** +3

**Defensive Abilities** Incorporeal

**OFFENSE**

**Speed** 30 ft.

**Melee** dagger +6 (1d3/19–20 plus poison)

**Special Attacks** death throes, sneak attack (+1d6)

**Spell-Like Abilities** (CL 3rd)

**At will**—darkness, detect magic

**STATISTICS**

**Str** ---, **Dex** 21, **Con** 16, **Int** 9, **Wis** 12, **Cha** 8

**Base Atk** +3; CMB +1; CMD 14

**Feats** Skill Focus (Sleight of Hand), Weapon Finesse

**Skills** Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

**Languages** Dark Folk

**SQ** poison use, rag armor, Hide in Plain Sight, Ghost Touch

**SPECIAL ABILITIES**

**Death Throes (Su)**
When a Follow is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other Follows within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.

**Poison Use (Ex)**
Follows are skilled in the use of poison and never risk accidentally poisoning themselves. Follows favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

**Rag Armor (Ex)**
A Follow's multiple layers of filthy rags function as leather armor when worn by one of their kind.

See in Darkness (Su)
A Follow can see perfectly in darkness of any kind, including that created by deeper darkness.

**Evilities**
Mass Psyche, Gain a +1 bonus to attack, damage, and armor class for every creature with the darkstalker subtype within 30 feet.

**Hide in Plain Sight (Su)**
A Follow can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a Follow can hide it's self from view in the open without anything to actually hide behind. It cannot, however, hide in it's own shadow

**Ghost Touch (Su)**
A Follow grants the Ghost Touch enchantment to any weapon it touches so long as it stays in it's possession. This is granted even if the weapon doesn't have a +1 bonus already and does not grant the weapon a +1 bonus.

**Martial Techniques**
Follows possess the technique [wiki:disgaead20:"Blade Rush"] usable once per day.

**ECOLOGY**

**Environment** any underground

**Organization** solitary, pair, gang (3–6), or clan (20–80 plus 1 dark stalker per 20 Follows)

**Treasure** standard (dagger, black poison [3 doses], other gear)

Proficient in Dagger, Rifle, Flamethrower, Magnet

Follows are fiery looking shadow creatures that hide in the shadows. They stalk creatures and are known for being able to follow a single creature for countless miles, days at a time without stopping to rest. Some stalk their prey to kill them while others simply want a specific item that's piqued their interest.