Svartalfar KillerCreature 8
Source Pathfinder #159: All or Nothing
Perception +16 (darkvision)
Languages Aklo, Common, Elven, Sylvan
Skills Acrobatics +18, Arcana +16, Deception +18, Intimidation +18, Occultism +16, Stealth +18, Thievery +14
Str +1, Dex +6, Con +2, Int +4, Wis +2, Cha +3
AC 27; Fort +11; Reflex +19; Will +16;
HP 135
Speed 25 feet
Weaknesses Coldiron 10
Elven Curve Blade +21 (+16, +11) to hit (finesse, forceful) 2d8+5 Slashing
Crossbow +20 (+15, +10) to hit (range increment 120, reload 1) 1d8+4 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Shadow StepThe svartalfar killer fades into shadow, Strides up to twice its Speed, and reforms.
This movement doesn't trigger reactions, but the svartalfar killer must begin and end in an area of dim light or darkness.
Sneak AttackA svartalfar killer deals an extra 2d6 precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Spell-Imbued BladeThe svartalfar killer chooses Acid Splash, Produce Flame, Ray of Enfeeblement, or Shocking Grasp and makes a melee Strike.
If the svartalfar killer hits, they cast the chosen spell through the weapon at the same target. The spell's attack roll is the same result as the Strike.
Innate Arcane Spells (DC 26, +18 to hit)
Cantrips (4th Level): Acid Splash, Chill Touch, Electric Arc, Produce Flame
1st Level: Ray of Enfeeblement, True Strike
2nd Level: Invisibility
3rd Level: Shocking Grasp
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FeyCreatures of the First World are called the fey.