Pale Stranger
Show this revenant a mirror or a keepsake from its old life and it may freeze in self-loathing or turn its guns on that object instead.
The pale stranger is a gunslinger's revenant, a ghostly figure in a long coat who walks the desolate places where killers met bad ends. It haunts crossroads and ghost towns, drawing iron against any who cross its path.
In play
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 30 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 immobil
Level 10
Perception +19 · Senses darkvision, sense murderer · Languages any one language spoken in life by their murderer (typically Common) · Skills Acrobatics +21, Athletics +19, Intimidation +20
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +7 | +4 | +0 | +3 | +2 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 29 | +19 | +21 | +15 |
HP 155 · Immunities death effects, disease, paralyzed, poison, sleep · Resistances physical 10 (except slashing)
Speed 25 feet
Actions
- Melee Pistol whip [Single Action] +20 (Magical), Damage 2d6+9 bludgeoning
- Melee Fist [Single Action] +21 (Agile, Finesse, Nonlethal), Damage 1d6+9 bludgeoning
- Ranged Flintlock pistol [Single Action] +24 (range 40 ft, Concussive, fatal d8), Damage 2d4+6 piercing