Duskwalker Ghost HunterCreature 4
Source Pathfinder Bestiary
Perception +10 (darkvision)
Languages Common, Necril
Skills Acrobatics +10, Athletics +8, Deception +6, Intimidation +6, Nature +8, Stealth +12, Survival +8
Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha +0
AC 21 22 against prey; see Hunt Prey; Fort +9; Reflex +12; Will +10; +1 status to all saves vs. death effects
HP 56
Speed 25 feet
Immunities death effects
Resistances Negative 2
Hatchet +12 (+8, +4) to hit (agile, sweep) 1d6+5 Slashing
Composite Longbow +14 (+9, +4) to hit (deadly d10, propulsive, range increment 100, reload 0, volley 30) 1d8+4 Piercing
Hatchet +14 (+10, +6) to hit (agile, sweep, thrown 10) 1d6+5 Slashing
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.
+1 Status to All Saves vs. Death EffectsGhost HunterThe duskwalker's weapons have the benefits of the Ghost Touch property rune on attacks against incorporeal undead.
Hunt PreyThe duskwalker designates as its prey a single creature that it can see and hear or that it is Tracking. It gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. It also ignores the penalty for making ranged attacks within its second range increment against its prey.
Lastly, it gains a +2 circumstance bonus to Deception checks, Intimidation checks, and Stealth checks against its prey and to any check to Recall Knowledge about its prey, as well as a +1 circumstance bonus to AC against its prey's attacks. The duskwalker can have only one prey designated at a time.
Hunted ShotFrequency Once per round
Effect The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.
Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death.
Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DuskwalkerA creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.