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PFS StandardPale Stranger

A pale stranger arises when a gunslinger is slain in a duel by an underhanded foe. Buried with their pistols, the corpse claws out of the grave to wreak vengeance upon their killer for cheating. Sometimes a pale stranger is created when a particularly petty gunslinger is beaten fairly and refuses to accept defeat, though such an individual must be especially self-delusional to retain the hatred necessary to spur the transformation. Whatever the circumstance, a pale stranger can wield their firearms with deadly grace and efficacy.

Recall Knowledge - Undead (Religion): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Pale StrangerCreature 9

Legacy Content

Rare LN Medium Undead 
Source Book of the Dead pg. 140
Perception +19; darkvision, sense murderer
Languages any one language spoken in life by their murderer (typically Common)
Skills Acrobatics +19, Athletics +17, Intimidation +18
Str +5, Dex +7, Con +4, Int +0, Wis +3, Cha +2
Sense Murderer (detection, divination, occult) A pale stranger knows the direction of their murderer (as long as both are on the same plane), but not the distance.
Items +1 striking flintlock pistol (2)
AC 27; Fort +17, Ref +19, Will +13
HP 135 (negative healing); Immunities death effects, disease, paralyzed, poison, sleep; Resistances physical 10 (except slashing)
Self-Loathing (emotion, mental, visual) If a pale stranger sees their own reflection or any object important to them in life, they must attempt a DC 28 Will save. 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 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.Undying Vendetta (emotion, necromancy, occult) 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 9 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.
Speed 25 feet
Melee [one-action] pistol whip +18 [+13/+8] (magical), Damage 2d6-2+9 bludgeoningMelee [one-action] fist +19 [+15/+11] (agile, finesse, nonlethal), Damage 1d6-2+9 bludgeoningRanged [one-action] flintlock pistol +22 [+17/+12] (concussive, fatal d8, range increment 40 feet), Damage 2d4-2+6 piercing plus bullets of vengeanceBullets of Vengeance (necromancy, occult) 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 DC 27 Fortitude save or be stunned 1.Dead Shot [two-actions] Frequency once per turn; Requirements The pale stranger is wielding two loaded firearms; Effect The pale stranger takes aim at a target and shoots both of their firearms simultaneously. The pale stranger makes two ranged Strikes, one with each of the firearms, each using the pale stranger's current multiple attack penalty. Both 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 Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating the pale stranger's multiple attack penalty.
Revenant Reload [one-action] (conjuration, occult) 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.

Sidebar - Treasure and Rewards Ghastly Guns

The pistols carried by a pale stranger are valuable, but many believe they contain fragments of the creature's soul, making them cursed to slowly corrupt their wielder with the pale stranger's personality. As such, it can be difficult to sell a pale stranger's pistols. Luckily, most underworld markets trade in such goods regardless of their origin.

All Monsters in "Revenant"

NameLevel
Pale Stranger10
Revenant6
Silent Stalker13

Revenant

Source Book of the Dead pg. 140
A revenant is a vengeful undead who stalks the one who killed them in life. They're relentless in the pursuit of their murderer, seeking a final justice. The revenant presented in Bestiary 2 is just one variant of this undead. Others can be found, each varying by the circumstances of their death.