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Pale StrangerCreature 10


RareLNMediumUndead
Source Pathfinder Book of the Dead
Perception +19 (darkvision, sense murderer)
Languages Any One Language Spoken In Life By Their Murderer (typically Common)
Skills Acrobatics +21, Athletics +19, Intimidation +20
Str +5, Dex +7, Con +4, Int +0, Wis +3, Cha +2

AC 29; Fort +19; Reflex +21; Will +15;
HP 155 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, sleep
Resistances Physical 10

Pistol Whip One Action +20 (+15, +10) to hit (magical) 2d6+9 Bludgeoning
Fist One Action +21 (+17, +13) to hit (agile, finesse, nonlethal) 1d6+9 Bludgeoning
Flintlock Pistol One Action +24 (+19, +14) to hit (concussive, fatal d8, range increment 40) 2d4+6 Piercing

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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Self-Loathing (emotion, mental, visual)

If a pale stranger sees their own reflection or any object important to them in life, they must attempt a DC 30 will save.


Critical Success The pale stranger is unaffected and can no longer be affected by that reflection or object in this way.

Success The pale stranger is distracted by self-loathing and is Slowed 1 for 1 round.

Failure The pale stranger becomes Fascinated by the source of their self-loathing and does everything they can to destroy it until the end of their next turn.

Critical Failure The pale stranger becomes Immobilized as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer.

Sense Murderer (detection, divination, occult)

A pale stranger knows the direction of their murderer (as long as both are on the same plane), but not the distance.

Undying Vendetta (emotion, necromancy, occult)

If the pale stranger's murderer dies, the pale stranger is immediately destroyed. A pale stranger that can't sense their murderer must attempt a DC 11 flat once every 24 hours to avoid becoming Immobilized and Prone; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the pale stranger's destruction until the murderer is finally destroyed. The pale stranger gains a +2 status bonus to checks and DCs against their murderer.

Bullets of Vengeance (necromancy, occult)

Shots from a pale stranger's firearms deal an additional 1d6 precision damage, or 2d6 precision damage against the one who murdered them. A creature who has never killed a living being doesn't take this precision damage. When a pale stranger critically succeeds at a ranged Strike with a pistol, the target must succeed at a DC 29 fortitude save or be Stunned 1.

Dead Shot Two Actions

Frequency once per turn

Requirements The pale stranger is wielding two loaded firearms


Effect The pale stranger takes aim at a target and shoots both of their firearms simultaneously. The pale stranger makes two ranged Strikes, one with each of the firearms, each using the pale stranger's current multiple attack penalty. Both Strikes must have the same target, who must be within the first range increment of both weapons.

If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. The pale stranger adds any precision damage only once, to the attack of their choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating the pale stranger's multiple attack penalty

Revenant Reload One Action (conjuration, occult)

The pale stranger reloads each firearm they're wielding, supernaturally generating new black powder and bullets. When firing these magical bullets, the firearm can't misfire, and the attack doesn't trigger reactions triggered by ranged attacks.


A pale stranger arises when a gunslinger is slain in a duel by an underhanded foe. Buried with their pistols, the corpse claws out of the grave to wreak vengeance upon their killer for cheating. Sometimes a pale stranger is created when a particularly petty gunslinger is beaten fairly and refuses to accept defeat, though such an individual must be especially self-delusional to retain the hatred necessary to spur the transformation. Whatever the circumstance, a pale stranger can wield their firearms with deadly grace and efficacy.


A revenant is a vengeful undead who stalks the one who killed them in life. They're relentless in the pursuit of their murderer, seeking a final justice.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.