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MoonstalkerCreature 7


Rare​Medium​Ghost​Incorporeal​Spirit​Undead​
Source Pathfinder #208: Hoof, Cinder, and Storm
Perception +18 (darkvision)
Languages Common, Orcish, Shoanti
Skills Lore +130, Medicine +15, Nature +15, Stealth +17, Survival +17
Str -5, Dex +6, Con +0, Int +2, Wis +6, Cha +2

AC 25 27 in moonlight; Fort +10; Reflex +18; Will +16;
HP 90 (rejuvenation, void healing)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 9

Site Bound

The moonstalker can stray no more than 120 feet from the hunting grounds where it was slain.

Cover of Night

A moonstalker in an area illuminated by moonlight gains a +2 status bonus to AC and Stealth checks. In the light of a full moon, they are Concealed.

Lunar Shift Reaction

Trigger The moonstalker is hit by a Strike

Requirements The moonstalker is in an area illuminated by moonlight


Effect The moonstalker teleports through a beam of moonlight to another moonlit space within 120 feet. This does not trigger reactions.

Rejuvenation (divine)

Slaying the moonstalker's prey from their final hunt allows them to move on to the afterlife.


When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Corrupting Gaze Two Actions

The moonstalker stares at a creature it can see within 30 feet. The target takes 4d6 void damage (DC 25 will save). A creature that fails its save is also Stupefied 1 for 1 minute.

Hunt Prey One Action (concentrate)

The moonstalker designates a single creature they can see and hear, or one they're Tracking, as their prey. The moonstalker gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the moonstalker hits the designated prey in a round, they deal an additional 1d8 precision damage. The moonstalker also ignores the penalty for making ranged attacks within their second range increment. These effects last until the moonstalker uses Hunt Prey again.

Soul Pierce Two Actions (divine, void)

The moonstalker infuses soul-rending energy into a spectral arrow, making a ghostly composite longbow Strike with a –2 circumstance penalty against each creature in a 100-foot line.


Primal Innate Spells (DC 25, +17 to hit)

1st Level: Alarm, Fear
2nd Level: Mist


The most tenacious hunters of the Lyrune-Quah track and kill nocturnal beasts under the light of the moon. When such a warrior perishes during the hunt, sometimes their spirit lingers and transforms into a specter of the night, refusing to move on until their prey is slain.

Loyal in Death

Though moonstalkers retain few memories of life, their connections to their quah resonate with them even after their demise. Moonstalkers have been seen protecting living Shoanti warriors who make camp within their hunting grounds, especially warbands that show reverence for the hunt. Outsiders are rarely, if ever, extended the same courtesy.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Ghost

Lost souls that haunt the world as incorporeal undead are called ghosts.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.