Planar Bestiary
Carcerian rangers have been known to stow away or buy passage on an astral ship heading to where their prey is hiding.
When the impossible happens and a prisoner of Carceri absconds from the prison plane (from which, supposedly, no one can escape), Carcerian rangers sense the lapse. Eventually, one comes looking for the fugitive, no matter where across all the planes of existence they have fled.
Carcerian ranger horns are useful for more than skewering foes. The great horns are sensitive to the desperate energy that fugitives imprint on the Psychosphere (a rarely encountered layer of the Astral Plane). However they manage it, once a ranger touches something the escapee owned or even just handled, it's only a matter of time before the ranger finds and subdues the target, clapping them in manacles and bodily dragging them back to their prison.
Motive: Hunt down bounties
Environment: Anywhere in the multiverse, tracking an escapee from Carceri or some other prison
Health: 25
Damage Inflicted: Moderate wound (6 points)
Armor: 3
Movement: Short; short when flying
Modifications: Deception, tracking, and perception tasks as level 9
Combat: A Carcerian ranger attacks twice each round with their horns. If they hit when attacking with surprise, the attack deals an additional moderate wound (6 points).
About once every minute, a Carcerian ranger can release a storm of psychic energy. All creatures within short range that fail an Intellect defense task take 6 points of Intellect damage (ignores Armor) and are stunned for one minute, unable to take actions on their turn. Even on a successful defense task, targets still take 1 point of Intellect damage (ignores Armor) but are not stunned. A stunned creature can repeat their defense task each turn, ending the effect early if successful.
Interaction: If one is the target of a Carcerian ranger, there's no negotiation to be had. Others, however, may find the ranger to be either a short-term ally or foe, depending on whether they also want the ranger's target dealt with, or protected. Rangers can speak many common languages, the language of demons (Abyssal), and telepathically within long range.
Use: Carcerian rangers are open to being bounty hunters for anyone or any reason—as long as the prey can be delivered dead or alive—and accept fees in coin or in souls from those who summon them and engage their fugitive-tracking services.
Loot: Ranger horns not only give the rangers their edge in pursuing prey but also resonate with psychic energy. Those with psionic powers and others with expertise in the mental arts can crush these horns and use them as components for creating psionic meditations and objects of power. Doing so marks that psion to any other Carcerian ranger that crosses their path as a fugitive that needs to be transferred to Carceri, bounty or not.
GM Intrusion: The ranger uses an item producing a portal. The portal leads to another plane of existence, potentially Carceri, but also possibly a waypoint dimension from which many other planes can be reached.