Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

Template Grafts | Universal Monster Rules


Pale Stranger (CR 4+)

Source Starfinder Dead Suns Adventure Path pg. 278, Starfinder #6: Empire of Bones pg. 60
Wielding mystical firearms, a pale stranger is an implacable foe.
Required Creature Type: Undead.
Required Array: Combatant or expert.
Traits: DR equal to CR, bypassed by magic; spell resistance equal to CR + 11.
Feats: Quick Draw.
Abilities: Stranger’s Shot (Su) As long as a pale stranger is using a small arm (even a broken or archaic one), they can make ranged attacks without provoking attacks of opportunity and without consuming ammunition. With each attack, the pale stranger can choose to fire bullets (dealing piercing damage), electrical bolts (dealing electricity damage) or laser beams (dealing fire damage), regardless of the type of small arm used or the type of damage the weapon normally deals. These attacks never count as attacks from archaic weapons. Such attacks always target a foe’s KAC, even when dealing energy damage. Additionally, if the pale stranger aims as a swift action, the next ranged attack they make during that round ignores all concealment and cover (even total cover) and deals an additional 1d6 damage.
Suggested Ability Scores: Dexterity, Strength.