[sblock=Out of the shadows it came... (CR 20)]I'd swear it was human... If it wasn't for those eyes... those black botomless pits...
Death Walker
Medium Outsider (Extraplanar)
Init +6;
Senses Darkvision 60 ft.;
Listen +23, Spot +23
Languages: Abyssal, Infernal, Common
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AC 32, touch 16, flat-footed 26;
(+16 Natural, +6 Dex)
hp (max) 300 (15d8+180); Regen 5/good; DR 10/cold iron or good
Saves [SR 26]
Fort +21 (9 race, 12 Con)
Ref +15 (9 race, 6 Dex) Evasion
Will +14 (9 race, 5 Wis)
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Speed 40 ft. (8 squares)
Melee
+3 Keen Bastard Sword of the Death Walker +31/+26/+21 (1d10+16/17-20)
Space 5 ft.;
Reach 5 ft.
Base Attack +15;
Grp +27
Atk Options sneak attack +6d6
Special Actions black eyed, souldrinking, doom
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Abilities (32 pts):
Str 35 (10pts + 18 racial + 1 stat bump)
Dex 22 (4pts + 10 racial)
Con 34 (10pts + 18 racial)
Int 20 (2pts + 10 Racial)
Wis 20 (2pts + 10 racial)
Cha 26 (4pts + 12 racial + 2 stat bumps)
SQ: Shadow Blend
Feats:
Racial Bonus Feat: Track
Ability focus (black eyes)
Ability focus (doom)
Weapon Focus (Bastard Sword)
Combat Expertise
Improved Feint
Power Attack
Skills
Bluff +26 (18 Ranks Race, 8 Cha)
Concentration +30 (18 Ranks Race, 12 Con)
Diplomacy +26 (18 Ranks Race, 8 Con)
Gather Information +26 (18 Ranks Race, 8 Cha)
Hide +24 (18 Ranks Race, 6 Dex)
Jump +34 (18 Ranks Race, 12 Str, 4 Speed)
Tumble +26 (18 Ranks Race, 3 Wis)
Knowledge (The Planes) +23 (18 Ranks Race, 5 Int)
Listen +23 (18 Ranks Race, 5 Wis)
Move Silently +24 (18 Ranks Race, 6 Dex)
Spot +23 (18 Ranks Race, 5 Wis)
Survival +23 (18 Ranks Race, 5 Wis)
Tumble +24 (18 Ranks Race, 6 Dex)
Shadow Blend(Su) - Blending with the shadows, a Death Walker gains a +10 modifier on hide checks when in less than full daylight.
Black Eyed(Su) - Gaze attack, 30 feet, Fortitude 31, bestows 1d4 negative levels.This is a death effect.
Souldrinking(Su) - The Death Walker's weapon is an etension of his self, when a Death Walker kills a mortal with his weapon of choice (creature with a soul basically), the creature must make a Will save (of variable DC, 25 for this Death Walker's) or have its soul devoured by the weapon. This prevents any form of raising or resurrection short of Wish, Miracle, or True Resurrection.
After having drank up to certain HD worth of souls, the Death Walker's weapon gains the following enhancements:
20 - DC 16 - +1
80 - DC 19 - +1 Keen
180 - DC 22 - +2 Keen
320 - DC 25 - +3 Keen
500 - DC 28 - +1 Keen Marrowcrushing (1 Con damage)
720 - DC 31 - +2 Keen Marrowcrushing
980 - DC 34 - +3 Keen Marrowcrushing
1280 - DC 37 - +4 Keen Marrowcrushing
1620 - DC 40 - +1 Keen Marrowcrushing Brilliant Energy
At every "level up", if the weapon is wielded by someone other than a Death Walker, the wielder must make a Will save (same DC as Souldrinking) or have his own soul drank by the sword and find himself transformed into a Death Walker.
Doom(Su) - Whenever someone spills the blood of a Death Walker, be it with magic or with weapons, he must make a Fort 29 or start bleeding a strange black substance effectively loosing 1 hp per round which cannot be stopped except by the application of
Heal and a caster level check DC 30 (15+HD) by the caster. Multiple blood spillings stack.
Spell-like Abilities CL 15th, DC 18 + spell level
At Will - darkness, enervation, ethereal jaunt, greater dispel magic, greater teleport, hold monster (DC 22), obscuring mist, silence (DC 20), true seeing, unholy aura (DC 26), unholy blight (DC 22)
3/day - blasphemy (DC 25), energy drain (DC 27)
[/sblock]
here I stole shamelessly from the Nabassu in Fiendish Codex II...
If you want something more "human" I was planning on doing a Bloodhound (Complete Adventurer).