The GuestCreature 7
Source Pathfinder Adventure Path: Gatewalkers
Perception +15 (darkvision)
Languages none
Skills Acrobatics +14, Athletics +17
Str +4, Dex +3, Con +4, Int -4, Wis +2, Cha +0
AC 24; Fort +17; Reflex +14; Will +13; +1 circumstance vs. diseases and poisons
HP 130
Speed 25 feet
Weaknesses Slashing 10
Resistances Bludgeoning 10, Cold 10
Claw
+17 (+12, +7) to hit (unarmed, versatile b) 2d6 + 10 Slashing + 1d6 ColdFall Apart (occult)
When one of the Guests dies, its body falls apart into a tangle of meat, gristle, fur, bone, and gore. All creatures within a 10-foot emanation (other than other Guests) must make a DC 22 will save to avoid becoming Sickened 2 (Sickened 4 on a critical failure) at the sight and smell of this fate.
Frozen Wind
The guest exhales a blast of freezing wind from its body in a 20-foot cone. All creatures in this area take 8d6 cold (DC 25 reflex). The Guest can't use Frozen Wind again for 1d4 rounds.
Stunning CriticalIf a Guest critically hits a creature with a claw Strike, the target must make a DC 25 fortitude save or be Stunned 1.
Trigger Memory
(emotion, fear, mental, occult)Trigger A gatewalker attempts to Strike a Guest or target a Guest with a spell
Effect The first time a gatewalker (including any PC) attempts to Strike a Guest or target it with a spell, a repressed memory from their Missing Moment surfaces. For a brief instant, the character recalls facing down a much larger and fully formed saumen kar, one with four horns and glowing runes on its fur. This memory of the character's first encounter with Ainamuuren evokes waves of fear and shame. The character must make a successful DC 25 will save or become Frightened 1 (Frightened 2 on a critical failure), after which the character is immune to Trigger Memory.
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.