Poacher's Knife to Summon Specters of the Slain Monster (and renaming the item)
#SPECTER'S DAGGER
The main concept behind this is to change Poacher's Knife from it's current "camp stealing tool" to an overall "counter jungling tool". Meaning all things involving counterjungling to include defensive counterjungling as well; instead of simply smiting an enemy monster for bonus gold. This change places more depth on the decision making of which enemy monster you decide to go for and rewards you for successfully making the treacherous journey into the -most likely- warded enemy jungle.
UNIQUE: Scavenging Smite: If Smite is used on a large monster in the enemy's jungle, the recharge timer is halved. Upon killing the affected monster, you gain 20 bonus gold and 175% bonus movement speed that decays over 2 seconds.
NEW! - UNIQUE: Haunting Smite: Smiting a large monster now causes it to leave behind a specter of itself upon clearing it's camp, retaining 30% (+5% per level) of its Health and Attack Damage and lasting 60 seconds. This specter grants omni-vision of the area around it (vision through bushes and walls) and attacks all nearby enemies (prioritizes champions) while only granting 50% gold and xp to the killer when slain.
Additionally, if the specter was a large monster from the enemy jungle the camp will not begin its respawn timer until the specter is slain.
(120% Health and AD at level 18) (Epic monsters are immune to the effects of spectralization and spectrification)
#CHANGES
REMOVED - (Gold gain from specter simply existing in enemy jungle removed!)
REMOVED - (True sight removed!)
REMOVED - (No longer requires you to clear the entire camp to spawn the specter! Also, specters get along with neutral monsters, meaning the large Raptor won't attack the small ones and they won't attack the specter either. However, the small Raptors still see allies of the specter Raptor as their enemy and will still attack when threatened.)
NEW! - (Omni-vision added! A new mechanic that lets a unit have vision of the entire radii around it, over walls and everything. Also due to this change I'm thinking the specter should spawn directly in the center of the camp, cuz OCD for the vision granting thing.)
NEW! - (Elemental specters (blue/red buff) have increased sight range! Essentially granting you vision of the entire side of that jungle.)
NEW! - (Now marks the monster for 15 seconds, allowing you time to clear it or hand it to an ally!)
Numbers for monster health and attack damage retained are not set in stone. Monsters also retain all other values (attack speed, movement speed, armor, mr and anything else I missed). Additionally, specters are NOT considered to be monsters for the sake of smite, machete and all of its upgrades. So don't be fooled by the smaller health pool and damage, it will still leave a dent on a jungler that tries to clear it early on.
Lategame its purpose becomes basically an additional ward. As there aren't many people that can't clear a camp at level 18, even one with 120% stats and the non-monster tag.
Specters stay in their respective camps and generally behave like a regular monster but act as if they are always being aggro'd by any enemy unit that comes near.
So now it not only acts as an effective way to poach enemy camps but also lets you set a 60 second "living ward" in their jungle. This sentry will be more or less a pushover early on... unless ofcourse you manage to steal one of the larger monsters (Sentinel/Brambleback). The bonus for taking an enemy monster still remains as well.
Additionally, the effect not only applies to enemy monsters but your own as well. Smiting your monsters creates specters on your side as well, allowing you to fortify your side of the map with vision-granting sentries!
Also most credit for inspiration of this idea goes to SpecterVonBaren, who posted a similar concept on another thread. Which makes me feel like it's only appropriate it be named Specter's Dagger, which actually fits really well.
It does sound pretty badass to fight alongside a spectral Brambleback you stole from the enemy jungle.
... just kill me now and end the suffer-
(I'm sorry!)
-nd something today ;)
knife is actualy pretty usefull as it is
which is probertly in ost situation the second best enchantment its incredibly usefull on cc poor junglers that need it like 
wich is the best most likely the faster clear your getting and mana/sustain will set you up for more ganks and will let you be be more save in your jungle