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>