Duskwalker Ghost Hunter
Creature 4 (uncommon) — duskwalker, human, humanoid
Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn in the mortal Universe to guard the cycle of life and death. Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kind, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of for mortals and immortals alike to become entangled romantically, and the children of such engagements carry
Source: pathfinder-monster-core
Perception +10
Skills acrobatics +10, athletics +8, deception +6, intimidation +6, nature +8, stealth +12, survival +8
Str
+2
Dex
+4
Con
+1
Int
+0
Wis
+2
Cha
+0
AC 21
Fort +9
Ref +12
Will +10
HP 56
Resistances void 2
Speed 25 feet
Offense
Melee Hatchet +12, Damage 1d6+5 slashing
Ranged Hatchet +14, Damage 1d6+5 slashing
Ranged Composite Longbow +14, Damage 1d8+4 piercing
Abilities
+1 Status to All Saves vs. Death Effects —
Ghost Dodge —
Ghost Hunter — The duskwalker's weapons have the benefits of the Ghost Touch property rune on attacks against incorporeal undead.
Spirit Hunter — The duskwalker designates a single creature they can observe as their prey.
The duskwalker gains a +2 circumstance bonus to Deception checks, Intimidation checks, and Stealth checks against their prey and to any check to Recall Knowledge about it, and deal an additional 2 spirit damage with all weapon Strikes against their prey.
These effects last until the duskwalker uses Spirit Hunter again.
Spirit Shot — Frequency once per round
Requirements The duskwalker has designated a creature as their prey using Spirit Hunter
Effect The duskwalker makes two ranged Strikes against their prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.
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