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Ghostly GuestCreature 6


Rare​Medium​Ghost​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +14 (darkvision)
Languages Common, Varisian
Skills Intimidation +15, Society +14
Str -5, Dex +5, Con +0, Int +4, Wis +4, Cha +5

AC 23; Fort +10; Reflex +17; Will +14;
HP 60 (rejuvenation, void healing)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 5

Site Bound

The ghostly guests cannot leave the reception halls.

Rejuvenation (divine)

When a ghostly guest is destroyed, they reform after 2d4 days fully healed and can be encountered again. They're only permanently destroyed once the Bastardhall Curse is lifted at the end of the Adventure Path.

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.

Join Us! Two Actions (divine, emotion, mental)

The ghostly guest Flies over to a space adjacent to a creature, then extends their arms in an invitation to join the ghost in whatever form of revelry it appears to be engaged in at the moment, be it dancing, drinking, or eating. The target must attempt a DC 24 will save to resist the invitation. On a failed save, roll [/gmr 1d6#Revelry] to determine what the ghost's current revelry is and what effect the creature endures. If the target fails its save against Join Us! while already enduring a condition inflicted by a previous failed save, the new condition replaces the old condition, and the change in condition leaves the character Off-Guard for 1 round from the disorienting sensations.

1–2 Dancing The creature suddenly feels as if they've been dancing the night away. Aches and pains settle into their bodies, and they become Enfeebled 1 (Enfeebled 2 on a critical failure) for 1 hour.

3–4 Drinking The creature suddenly feels dizzy and drunk and becomes Stupefied 1 (Stupefied 2 on a critical failure) for 1 hour.

5–6 Eating The creature suddenly feels bloated and overfull and becomes Clumsy 1 (Clumsy 2 on a critical failure) for 1 hour.



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.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.