NE Medium undead
Init +12; Senses darkvision 60 ft.; Perception +20
Aura frightful presence (30 ft., DC 20)
EAC 24; KAC 25
Fort +10; Ref +10; Will +16
DR 11/magic; Immunities undead immunities; SR 21
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
Str +3; Dex +8; Con —; Int +0; Wis +0; Cha +5
Skills Acrobatics +25, Athletics +25, Computers +20, Piloting +20, Stealth +25
Feats Quick Draw
Other Abilities unliving
Gear elite semi-auto pistols (4), ultrathin longsword
Stranger’s Shot (Su) 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.
Pale strangers are wasted-looking undead that wear dry, dusty garb, usually a uniform or clothing with similar significance. They always carry one or more small arms, with many ancient pale strangers favoring the weapons of bygone eras.
A pale stranger arises from the corpse of a small arms expert who was killed through betrayal, was slain by a hated enemy, or died while seeking vengeance for an act committed against him or his family. The first act of an arisen pale stranger is to kill the person or entities responsible for his death.
Pale Stranger Template Graft (CR 4+)
Wielding mystical firearms, a pale stranger is an implacable foe.
Required Creature Type: Undead.
Required Array: Combatant or expert.
Traits: DR equal to CR, bypassed by magic; spell resistance equal to CR + 11.
Abilities: Stranger’s shot (see above).
Feats: Quick Draw.
Suggested Ability Score Modifiers: Dexterity, Strength.