Monster Dossier
Pale Stranger
Pale Stranger is a fantasy monster entry from source BotD.
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.