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PFS StandardDuskwalker

Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Duskwalker Ghost HunterCreature 4

Legacy Content

N Medium Duskwalker Human Humanoid 
Source Bestiary pg. 262
Perception +10; darkvision
Languages Common, Necril
Skills Acrobatics +10, Athletics +8, Deception +6, Intimidation +6, Nature +8, Stealth +12, Survival +8
Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha +0
Items composite longbow (20 arrows), hatchet (2), leather armor
AC 21 (22 against prey; see Hunt Prey); Fort +9, Ref +12, Will +10; +1 status to all saves vs. death effects
HP 56; Immunities effects that would transform their body or soul to an undead; Resistances negative energy 2
Speed 25 feet
Melee [one-action] hatchet +12 [+8/+4] (agile, sweep), Damage 1d6+5 slashingRanged [one-action] composite longbow +14 [+9/+4] (deadly 1d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercingRanged [one-action] hatchet +14 [+10/+6] (agile, sweep, thrown 10 feet), Damage 1d6+5 slashingGhost Hunter The duskwalker’s weapons have the benefits of the ghost touch property rune on attacks against incorporeal undead.Hunt Prey [one-action] The duskwalker designates as its prey a single creature that it can see and hear or that it is Tracking. It gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. It also ignores the penalty for making ranged attacks within its second range increment against its prey.
Lastly, it gains a +2 circumstance bonus to Deception checks, Intimidation checks, and Stealth checks against its prey and to any check to Recall Knowledge about its prey, as well as a +1 circumstance bonus to AC against its prey’s attacks. The duskwalker can have only one prey designated at a time.
Hunted Shot [one-action] Frequency Once per round; Effect The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.

All Monsters in "Planar Scion"

NameLevel
Aasimar5
Aphorite4
Duskwalker4
Ganzi3
Tiefling3

Planar Scion

Source Bestiary pg. 262
Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some flt roles outside of morality, like psychopomps. It’s far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.

Sidebar - Additional Lore Extraplanar Humanoids

An important distinction exists between planar scions and extraplanar humanoids, such as fetchlings. Fetchlings and other extraplanar humanoids represent true ancestral groups with their own physical and cultural identities and traditions. Planar scions are members of diverse ancestries who share a similar inheritance from extraplanar beings and, with exception of marids, typically integrate into other humanoid societies instead of building their own.

Sidebar - Related Creatures Other Planar Scions

As many types of planar scions exist as planes of existence, and even then there are significant differences between scions depending on the exact nature of their extraplanar forebears. Angelic scions are known as aasimars, fiendish scions are called tieflings, and monitor scions are urobians.

Sidebar - Additional Lore Planar Origins

Most planar scions are the distant descendants of some immortal progenitor far back in the family’s bloodline. Others, however, may be the result of powerful planar energies, magical curses, or even the intervention of a deity or demigod.