Sprightly despite his bulk and swathed in layers of cloth against the relentless sun, this hunter has a wicked bow and a scorpionlike lower body.
Dune Strider CR 11
Speed 50 ft.
Melee mwk falchion +17/+12/+7 (2d4+6/18–20), 2 claws +11 (1d6+2 plus grab), sting +11 (1d6+2 plus poison)
Ranged +1 composite longbow +17/+12/+7 (1d8+5/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks combat style (archery), constrict (1d6+5), favored enemy (humans +2), poison
Spell-Like Abilities (CL 11th; concentration +12)
Str 18, Dex 19, Con 23, Int 10, Wis 18, Cha 13
Base Atk +13; CMB +18 (+22 grapple); CMD 33 (45 vs. trip)
Feats Deadly Aim, Dodge, Endurance, Far Shot, Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Shot on the Run
Skills Climb +20, Craft (weapons) +8, Knowledge (history) +8, Knowledge (nature) +7, Perception +24, Sense Motive +9, Stealth +19, Survival +20; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Girtablilu
SQ favored terrain (desert +2), scorpion empathy +13, track +1, undersized weapons, wild empathy +4
Combat Gear +1 frost arrows (10), potion of cat’s grace, potions of cure serious wounds (3), potion of owl’s wisdom, potions of pass without trace (2), potions of spider climb (2); Other Gear +1 expeditious leather armor, +1 composite longbow with 50 arrows, mwk falchion, eyes of the eagle, backpack, camouflage netting, compass
Skilled hunters and masters of the desert sands, dune striders serve their settlements by providing food, locating water, patrolling the nearby desert, tracking trespassers, and executing thieves. Dune striders also try to conceal their tribes from outsiders by covering tracks and blocking roads or trails leading into their territory. Some travel far from their homes to carry messages to neighboring girtablilu tribes and scout for new ruins to watch over; these are more likely than most of their kind to run across humanoids or engage in trade with outsiders.
Quick and sure-footed, dune striders prefer to follow targets from dune tops or ragged bluffs, snipe at them, and then move on before enemies can close in. The dune striders’ victims often die before ever noticing the massive hunters’ presence, and travelers and adventurers spread stories of explorers abandoning their expeditions upon waking to discover that all their guards and porters were silently executed in the night.
Section 15: Copyright Notice
Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.