Pale Stranger

Source: Starfinder #6: Empire of Bones

CR: 11 XP: 12,800

NE Medium undead

Init.: +12 Senses: darkvision 60 ft. Perception: +20

Defense

HP: 170

EAC: 24 KAC: 25

Fort: +10 Ref: +10 Will: +16

Offense

Speed: 30 ft.

Melee: ultrathin longsword +19 (4d8+14 S)

Ranged: elite semi-auto pistol +21 (3d6+10 E or F or P)

Offensive Abilities: stranger’s shot

Statistics

Str: +3 Dex: +8 Con:Wis: +0 Int: +0 Cha: +5

Skills: Acrobatics +25, Athletics +25, Computers +20, Piloting +20, Stealth +25

Languages: Common, Eoxian

Gear: elite semi-auto pistols (4), ultrathin longsword

Ecology

Environment: any

Organization: solitary

Special Abilities

<p><b>Stranger’s Shot (Su)</b> As long as a pale stranger is using a small arm (even a broken or archaic one), he can make ranged attacks without provoking attacks of opportunity and without consuming ammunition. With each attack, the pale strange 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 he makes during that round ignores all concealment and cover (even total cover) and deals an additional 1d6 damage.</p>

Description