Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Silent Superstition One marvels at the way people misunderstand the most basic facts about the magic of the dead. The absolute silence of certain revenants has led ignorant fools to believe they fear sound. People espousing this folly claim one can simply retreat to noisier surroundings, such as a tavern full of rowdy patrons, to keep the stalker at bay. In truth, nothing can stop a silent stalker, apart from destroying them or killing their murderer.
Ability
Constrict
3d8+7 bludgeoning, DC 33
Ability
Critical Failure
The silent stalker becomes immobilized as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer.
Ability
Critical Success
The silent stalker is unaffected and can no longer be affected by that reflection or object in this way.
Ability
Failure
The silent stalker becomes fascinated by the source of their self-loathing and does everything they can to destroy it until the end of their next turn.
Ability
Implacable Advance
The silent stalker Strides twice and makes a claw Strike; they can ignore difficult terrain during these Strides if they advance toward their murderer. If they Strike and Grab their murderer this turn, they can Constrict as a free action immediately after the Grab.
Ability
Self-Loathing
(emotion, mental, visual) If a silent stalker sees their own reflection or any object important to them in life, they must attempt a DC 33 Will save.
Ability
Sense Murderer
(detection, divination, occult) A silent stalker knows the direction of their murderer (as long as both are on the same plane), but not the distance.
Ability
Silent Aura
(aura, illusion, occult) 10 feet. A silent stalker makes no sound, preventing creatures from noticing them using hearing or a similar sense alone. This silence stops all sound within it or passing through. The silent stalker and all creatures in the aura can't use sonic attacks or actions that have the auditory trait) this prevents creatures from casting spells with verbal components or activating items with command components.
Ability
Success
The silent stalker is distracted by self-loathing and is slowed 1 for 1 round.
Ability
Undying Vendetta
(emotion, necromancy, occult) If the pale stranger's murderer dies, the silent stalker is immediately destroyed. A silent stalker that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming immobilized and prone; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the silent stalker's destruction until the murderer is finally destroyed. The silent stalker gains a +2 status bonus to checks and DCs against their murderer.
Offense
Melee
Circumstance: combat round (melee)
claw +27 [+23/+19] (agile), Damage 3d8+14 bludgeoning plus Grab
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
sleep
Language
any one spoken in life by their murderer (typically Common
can't speak)
Perception
darkvision
sense murderer
Resistance
physical 15 (except slashing)