Monster Dossier

Pale Stranger

Pale Stranger is a fantasy monster entry from source BotD.

Level 10

Traits

rarelnmediumundead

Rules & statistics

Monster Profile

Perception

19

Senses

  • Name
    darkvision
  • Name
    sense murderer

Languages

Skills

Acrobatics
21
Athletics
19
Intimidation
20

Ability Mods

Str
5
Dex
7
Con
4
Int
0
Wis
3
Cha
2

Items

  • +1 striking flintlock pistolG&G (2)

Defenses

Ac
29
Saving Throws
Fort
19
Ref
21
Will
15
Hp
  • Hp
    155
    Abilities
    • negative healing
Immunities
  • death effects
  • disease
  • paralyzed
  • poison
  • sleep
Resistances
  • Name
    physical
    Amount
    10
    Note
    except slashing

Speed

Walk
25

Attacks

  • Range
    Melee
    Traits
    • magical
    Name
    pistol whip
    Attack
    20
    Damage
    2d6+9 bludgeoning
  • Range
    Melee
    Traits
    • agile
    • finesse
    • nonlethal
    Name
    fist
    Attack
    21
    Damage
    1d6+9 bludgeoning
  • Range
    Ranged
    Traits
    • concussive
    • fatal
    • range increment
    Name
    flintlock pistol
    Attack
    24
    Damage
    2d4+6 piercing plus bullets of vengeance

Abilities

Top
  • Name
    Sense Murderer
    Traits
    • detection
    • divination
    • occult
    Entries
    • A pale stranger knows the direction of their murderer (as long as both are on the same plane), but not the distance.
Mid
  • Name
    Self-Loathing
    Traits
    • emotion
    • mental
    • visual
    Entries
    • If a pale stranger sees their own reflection or any object important to them in life, they must attempt a 30 Will save.
    • Type
      successDegree
      Entries
      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||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.
  • Name
    Undying Vendetta
    Traits
    • emotion
    • necromancy
    • occult
    Entries
    • 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 check 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.
Bot
  • Name
    Bullets of Vengeance
    Traits
    • necromancy
    • occult
    Entries
    • 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 29 Fortitude save or be stunned||stunned 1.
  • Name
    Dead Shot
    Activity
    Number
    2
    Unit
    action
    Frequency
    Number
    1
    Unit
    turn
    Requirements
    The pale stranger is wielding two loaded firearms
    Entries
    • The pale stranger takes aim at a target and shoots both of their firearms simultaneously. The pale stranger makes two ranged Strike||Strikes, one with each of the firearms, each using the pale stranger's current multiple attack penalty. Both Strike||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 Strike||Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating the pale stranger's multiple attack penalty.
  • Name
    Revenant Reload
    Activity
    Number
    1
    Unit
    action
    Traits
    • conjuration
    • occult
    Entries
    • 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.

Background

Lore

No lore provided.