Duskwalker Ghost Hunter
Creature 4- Perception
- +10; darkvision
- Languages
- Common, Necril
- 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
- Items
- composite longbow, hatchet (2), leather armor, arrows (20)
- AC
- 21 (22 against prey; see Spirit Hunter); Fort +9, Ref +12, Will +10; +1 status to all saves vs. death effects
- HP
- 56; Resistances void 2
Ghost Dodge ⟲ Trigger The duskwalker is targeted by a Strike or spell
Effect The duskwalker gains a +2 circumstance bonus to AC, resistance 5 to spirit damage, and increases their resistance to void damage to 5, all against the triggering attack.
- Speed
- 25 feet
Melee ◆ hatchet +12 (agile, sweep), Damage 1d6+5 slashing
Ranged ◆ hatchet +14 (agile, sweep, thrown 10 feet), Damage 1d6+5 slashing
Ranged ◆ composite longbow +14 (deadly d10, propulsive, reload 0, volley 30 feet), Damage 1d8+4 piercing
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.
Source: Pathfinder Monster Core