The Lycanomorph assasin.
Name: Blink Human (Medium Humanoid) Fighter level 4 (skill points 28) Heavy Foot Soldier Hit die: 0d8+4d10+8(33hp) Init: 5 Speed: 20 AC: 19 + Full-plate, + Shield, none (Dex +1, Full-plate +8, ) AC flat footed :18 AC Touch: 11 Base Attack/Grapple: 4/7 Attack: +8 Greatsword 2d6+6 Crit(19-20)X2 Full attack: +8 Greatsword 2d6+6 Space/Reach: 5/5 Special Attacks: Special Qualities: Saves: Fort +6, Ref +2, Will +1 Abilities: Str 16, Dex 12, Con 14, Int 13, Wis 11, Chr 9 Skills: Climb 2, Intimidate 6, Jump 2, Know dungeon 2.5, Listen 0, Spot 1.5, Swim -4, Languages: Common Feats: Improved Initiative, Power Attack, Weapon Focus, Armour prof heavy, Armour prof light, Armour prof medium, Cleave, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Weapon Specialization, Special Abilities: Blink as the spell at will ability once per turn, Dimension Door as the spell free action once per turn Alignment: Lawful Good CR: 6 (maybe more)
Blink (name subject to change depending on my ability to make a better one) is a lycanomorph. This is a magical animal of an intelligence of at least 8 who has been magically altered by a magic user. This alteration causes the creature to transform into a human or other specified humanoid during daylight, and transforming back into their normal forms at night. The advantage of this is that the magical creature retains its magic abilities in its humanoid form.
Blink is a Blink Dog Lycanomorph, giving him the ability to teleport at will and use blink as a defensive measure. As such, he does not miss attacks due to his native instincts in using blink, and cannot be injured doing dimension door. As a blink dog, Blink is extremely loyal to the wizard who raised him, and no actions in the service of his wizard can alter his alignment.
Blink begins combat by turning on his blink ability, and then teleporting behind the cleric or arcane caster of a party and making a full round attack on them in the hopes of dropping them. If he succeeds he will then attempt to coup de grace the fallen foe if possible without putting himself at risk, but if not begins his next turn by doing one of three things depending on the characters actions. 1. If the PC’s do more then 50% of his health in the ensuing round he simply flees. 2. If they do between 25%-0% he will teleport behind the farthest PC from the rest of the group, positioning himself so that they prevent ranged attacks by the rest of the party, and makes a full round attack. 3. If they do not hit him or he feels they are not a great threat he makes another full round attack against the caster and then teleports out of caster range.