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Pale Stranger

This nearly skeletal figure wields a pistol in each hand. Its garb is dusty and weathered, and smells of old decay.

Pale Stranger CR 10

XP 9,600
NE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +22
Aura fear (10 ft., DC 21)

DEFENSE

AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural)
hp 127 (15d8+60)
Fort +9, Ref +10, Will +13
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Immune undead traits; SR 21

OFFENSE

Speed 30 ft.
Ranged +1 pistols +15/+15/+10/+10/+5/+5 (1d8+1/19-20/x4)
Special Attacks pistols, stranger's shot

STATISTICS

Str 17, Dex 21, Con 10, Int 11, Wis 18, Cha 18
Base Atk +11; CMB +14; CMD 30
Feats Deadly Aim, Dodge, Improved Critical (pistol), Improved Initiative, Improved Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting
Skills Acrobatics +13, Climb +11, Intimidate +22, Perception +22, Ride +15, Stealth +13, Swim +8
Languages Common
SQ stranger's luck

SPECIAL ABILITIES

Pistols (Su)

A pale stranger fights with two pistols. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, a pale stranger's pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, a pale stranger's pistols supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapons. In addition, any pistol a pale stranger wields functions as a +1 pistol. A pale stranger does not provoke attacks of opportunity when it fires a pistol in melee, and treats pistols as light weapons for the purposes of determining penalties from two-weapon fighting. Further rules for pistols, and firearms in general, can be found in Ultimate Combat.

Stranger's Luck (Su)

A pale stranger gains a +3 luck bonus to AC and has no chance of misfire when using firearms.

Stranger's Shot (Ex)

As a full-round action, a pale stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the pale stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +6d6 points of damage.