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Zellara EsmerandaCreature 14


Unique​Medium​Chaotic​Ghost​Good​Incorporeal​Spirit​Undead​
Source Pathfinder #192: Worst of All Possible Worlds
Perception +27 (darkvision, harrow sense)
Languages Common, Shoanti, Varisian
Skills Lore +26, Acrobatics +26, Diplomacy +28, Occultism +28, Performance +26
Str -5, Dex +6, Con +2, Int +4, Wis +5, Cha +6

AC 36; Fort +22; Reflex +28; Will +25;
HP 195 (void healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 15

Boundless Spirit

Unlike other ghosts, Zellara is not bound to a specific site or object. She can freely manifest wherever she likes.

Harrow Sense

Zellara can detect the presence of harrow cards as an imprecise sense out to 1 mile. She can detect harrow cards as a precise sense out to 120 feet.

Rejuvenation (divine)

When Zellara is destroyed, she re-forms after 2d4 days at the site of her destruction, fully healed. If she is bound to a harrow deck or harrow card, Zellara can manifest near the bound item instead. Once her ex-student Raven has been defeated, Zellara will return to the Boneyard to face her final judgment.

Unbound Fate

Zellara's connection to the harrow and fortune-telling in life have given her full control of her fate in the afterlife. She can ignore any fortune or misfortune effects that affect her. If she is forced to roll twice as part of a fortune and misfortune effect, she can take whichever die result she prefers, even if the effect would normally force her to choose one of the results.

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.

Flurry of Cards Two Actions

Zellara unleashes a barrage of harrow cards that deals 7d6 void damage in a 30-foot cone (DC 34 reflex save).

Harrow Binding Three Actions (occult)

Requirements Zellara is within 120 feet of a harrow card or harrow deck


Effect Zellara intentionally binds herself to a harrow card or deck she can sense. While bound in this way, she grants her Stack the Deck ability to anyone carrying the bound card or deck. The trigger and effect for Stack the Deck changes to affect the creature carrying the bound item. She can still Stack the Deck for herself while bound. Zellara can unbind herself from the item as an action, which has the concentrate trait.

Stack the Deck Reaction (divine, fortune, occult)

Trigger Zellara is about to attempt a saving throw


Effect Zellara looks to her immediate future and determines the most favorable outcome for her. She gains a +4 circumstance bonus to the triggering saving throw. If she rolls a critical failure on her saving throw, she can reroll the check, but does so without the bonus.


Occult Innate Spells (DC 34, +26 to hit)

Cantrips (7th Level): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Aura, Telekinetic Projectile
1st Level: Command, Mindlink
2nd Level: Augury, Dispel Magic, Telekinetic Maneuver
3rd Level: Hypercognition
4th Level: Confusion, Read Omens
5th Level: Crushing Despair, Sending
6th Level: Teleport (At Will, Self Only), True Seeing
7th Level: Plane Shift



Traits

Unique

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.

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.