Astral Stalker

Astral Stalker
CR 12 LE Outsider
This muscular humanoid has black scaled skin, oversized claws on their hands, and a head like a human skull. It wears skulls, hides and scalps along its belt, as if showing off a collection.
As reality was forming, various races of outsiders came into existence and fought each other for control of the planes. Even in this war before wars, there were mercenaries, creatures who would fight for any side as long as the price was right. Valued by all and trusted by none, they made their impact on existence and lost a stake in it, being cast into the Astral Plane as vagabonds. These were the first astral stalkers.
Astral stalkers are consummate hunters, devoted to tracking and killing the strong to prove themselves stronger. They still gleefully work as mercenaries, and encourage their calling with planar binding and planar ally spells for thrill of the hunt. Each astral stalker considers its conduct fair and sportsmanlike, and usually makes sure that the hunted knows that they are being pursued before closing in for the kill. They are especially adept at tracking fellow outsiders such as angels and devils, demons and archons, as they can follow a trail of even a teleporting creature, and their claws overcome almost all planar defenses.
In their native realm of the Astral Plane, no time passes, and so astral stalkers live lives in fits and starts. They are patient and calculating creatures, and often practice their talents of stealth and observation. All astral stalkers keep trophies of their kills, but what these trophies are varies between individuals. These trophies may be as understated as a finger bone or lock of hair or as showy as full paintings or taxidermy galleries. Most astral stalkers have some sort of craft that they practice to commemorate especially exciting or difficult hunts.
Astral Stalker CR 12
XP 19,200
LE Medium outsider (evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., Perception +24, scent, see invisibility
Defense
AC 26, touch 18, flat-footed 21 (+5 Dex, +3 deflection, +8 natural)
hp 150 (12d10+84)
Fort +14, Ref +18, Will +16
DR 10/adamantine; SR 23
Defensive Abilities elusive,evasion, uncanny grace
Offense
Speed 50 ft., climb 30 ft.Melee 2 claws +20 (1d8+7/19-20)
Ranged throat dart +17 (1d4+7 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, Fort DC 23),planar strikes, sneak attack +3d6
Spell-like Abilities CL 12th, concentration +15
Constant—see invisibility
At will—greater teleport (self plus 50 lbs only)
1/day—plane shift (self only)
Statistics
Str 25, Dex 21, Con 25, Int 14, Wis20, Cha 16
Base Atk +12; CMB +19; CMD 37
Feats Alertness,Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Acrobatics +20 (+28 when jumping), Climb +24, Craft (any one) +11, Knowledge (planes) +17, Knowledge (religion) +17, Perception +24, Sense Motive +24, Stealth +28, Survival +28; Racial Modifiers +8 Stealth, +8 Survival
Languages Celestial, Draconic, Infernal, telepathy 100 ft.
SQ camouflage,swift tracker, trace teleport
Ecology
Environment any land or underground (Astral Plane)
Organization solitary or party (2-5)
Treasure standard
Special Abilities
Camouflage (Ex) An astral stalker can make Stealth checks even without cover or concealment. It gains a +8 racial bonus on Stealth checks
.Elusive (Su) An astral stalker leaves no trail, as if under the effects of a pass without trace spell. Its spell resistance is 5 points higher against all divination effects.
Planar Strikes (Su) An astral stalker’s natural weapons, as well as any weapons they wield, overcome damage reduction as if they were chaotic, evil, good and lawful weapons.
Swift Tracker (Ex) An astral stalker can move at normal speed while following tracks without penalty. If it moves at double its land speed, it only suffers a -10 penalty on Survival checks to follow tracks.
Throat Dart (Ex) An astral stalker can spit a dart from its mouth as a standard action. Treat this as a thrown ranged weapon with a range increment of 50 feet.
Trace Teleport (Su) An astral stalker telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 100 feet of it, gaining an awareness of the location equivalent to “seen casually.” This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.
Uncanny Grace (Su) An astral stalker gains a deflection bonus to its Armor Class and CMD, as well as a resistance bonus to its saving throws, equal to its Charisma modifier.