Mister MoxieCreature 6
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +14 (darkvision)
Languages Common, Necril, Varisian
Skills Lore +14, Acrobatics +13, Athletics +12, Deception +15, Diplomacy +13, Performance +15, Society +12, Thievery +15
Str +4, Dex +5, Con +2, Int +4, Wis +2, Cha +5
AC 23; Fort +12; Reflex +17; Will +14;
HP 70
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 5, Piercing 5, Slashing 5
Whip
+18 (+13, +8) to hit (disarm, finesse, magical, nonlethal, reach 10, trip) 2d4+7 SlashingClaw
+17 (+13, +9) to hit (agile, finesse, unarmed) 2d8+7 SlashingVoid 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.
Change of Luck
(occult)Frequency once per day
Trigger A creature within 30 feet of the bone croupier attempts a check but hasn't rolled the check yet
Effect The bone croupier pulls on the threads of luck that bind all things. The target rolls twice, and then the bone croupier decides which result applies. If the bone croupier chooses the lower roll, this is a misfortune effect; if the bone croupier chooses the higher roll, it's a fortune effect; if they're the same, the croupier decides which trait to apply. If this ability is expended, the bone croupier rolls 2d6 #Recharge Change of Luck at the start of each of their turns, recharging the ability if the sum is 7 or 11.
Pick a Card, Any Card
(occult)Mister Moxie designates an adjacent living creature who must pick a card from his deck of harrow cards. The chosen creature finds a phantasmal duplicate deck of cards in their hand and is compelled by fate to draw a card; it can and must do so even if its hands are full, or it's unable to act. The creature rolls [/gmr 1d6#suit] to determine the suit of the card drawn to determine the effect (or if you have a harrow deck handy, have the player draw a card to determine the suit).
1—Hammer: (void) The target becomes Enfeebled 1 for 24 hours.
2—Key: The target becomes Quickened for 1 minute and can use the extra action each round to Stride or Strike.
3—Shield: (void) The target becomes Drained 1.
4—Tome: (void) The target becomes Stupefied 1 for 24 hours.
5—Star: (healing, vitality) The target regains 20 healing,vitality HP.
6—Crown: (emotion, mental) The target becomes Confused for 1 minute.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
UndeadOnce 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.
UnholyEffects 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.