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Otari Ilvashti

Otari Ilvashti recalls little of his life. His time as a child growing up in Absalom and his adventures with the other members of the Roseguard have dwindled to distant but pleasant memories. His fear of the devastation Belcorra plans to unleash upon Absalom is what keeps him shackled to this world as a ghost.

When the Roseguard fought Belcorra in Gauntlight Keep, she unleashed a powerful magical explosion that collapsed the room where the fight took place. Belcorra and three heroes avoided the collapse and fought on— to Belcorra's ultimate defeat—but the rogue Otari was caught beneath the collapse. His companions assumed he was pulverized, but Otari had fallen into a level beneath Gauntlight Keep that none of the Roseguard knew existed. Otari desperately wanted to escape to the surface and share his discovery, but Belcorra's minions forced him to flee ever deeper into the vaults, until finally he was cornered in a dead-end cave by an immense otyugh that left him trapped and suffering from filth fever. Otari died in that deep cave, but his ghost lingers on.

Campaign role

Otari's role is to present the tasks necessary to reach the lower levels of the Abomination Vaults described in Pathfinder Adventure Path #164: Hands of the Devil. Once the heroes encounter Otari's ghost and drive off the wisps that torment him, he relates his tale of woe. He has difficulty remembering much of his life, but becomes very emotional if he learns that the Roseguard survived and named their town after him.

While Otari's information about the dungeon is centuries out of date, his supernatural link to the Abomination Vaults affords him glimpses into the inner workings of the dungeon and its key players. As Otari speaks to the heroes, make sure he conveys the following key points of information to them, either in the form of answers to questions or volunteered information.
  • Belcorra harbored a grudge against Absalom and intended to use her sinister lighthouse, Gauntlight, as a weapon against the city. The Roseguard never discovered its actual use, other than that it had something to do with the ability to transport creatures across significant distances and could animate the dead with its light. None of the other Roseguard members knew about the Abomination Vaults beneath Gauntlight. Otari learned about them only in his last few days alive.
  • Some property of the Abomination Vaults increases the manifestation of ghosts, spectral undead, and haunts within their domain. Otari initially believed this was a side effect from Gauntlight, but has now come to suspect a link to a much more ancient and ominous source deep below this level. He knows nothing of Nhimbaloth, but if the heroes tell him of the Outer God, he suspects her influence is the source.
  • Belcorra herself is now a ghost, although she cannot move far from the site to which she is anchored. Otari can sense her somewhere deep underground and is also aware that the range of her movements is slowly expanding.
  • Otari suspects Belcorra intends to fully reactivate Gauntlight and use it to begin her long-delayed attack on Absalom. She must be put to rest before she can finish this task. Otari isn't sure how to stop her, but believes that clues await discovery in the deeper levels of the Abomination Vaults.
  • Finally, Otari feels the barrier in area D12 blocking progress deeper into the Abomination Vaults. He understands that it is powered by the souls of Belcorra's defeated enemies. Fortunately, he also understands how to take the barrier down. The Roseguard were the adventurers who finally killed her, and their psychic resonance can drop the barrier. The heroes must find and place four icons the Roseguard once held dear onto the altar in area D13 to do this. Otari's thieves' tools are here with his bones and serve as his icon. The other icons are the brooch belonging to the cleric Aesephna Menhemes (which bears the religious symbol of her god, Erastil), the spellbook belonging to the wizard Zarmavdian, and the trusty longsword of the fighter Vol Rajani.
Once the heroes take on the burden of facing and defeating Belcorra and open the way to the deeper levels of the Abomination Vaults, Otari's soul is free to travel to its final reward. You should ensure he has imparted all of the above information to the heroes before he fades away.

If you wish, though, you can put a darker spin on things—rather than have Otari's spirit achieve freedom, it could instead be captured by the temple of Nhimbaloth at the bottom of the Abomination Vaults. In this case, the heroes should learn about Otari's fate through a vision or nightmare, or perhaps even see his tormented ghost pulled downward against his will. Otari's ghost remains trapped until the heroes finally defeat Belcorra.

Recall Knowledge - Spirit (Occultism): DC 36
Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Otari IlvashtiCreature 9

Legacy Content

Unique CG Medium Ghost Incorporeal Spirit Undead 
Source Pathfinder #163: Ruins of Gauntlight pg. 88
Perception +18; darkvision
Languages Common, Elven, Gnomish
Skills Acrobatics +18, Society +18, Stealth +20, Thievery +20
Str -5, Dex +6, Con +0, Int +4, Wis +3, Cha +4
Site Bound Otari can stray only a short distance from where he was killed or the place it haunts (area D18).
AC 25; Fort +16, Ref +20, Will +17
HP 120 (negative healing, rejuvenation); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances ; double resistance vs. nonmagical)
Rejuvenation Securing the four icons of the Roseguard and placing them on the altar in area D13 allows Otari to move on to the afterlife.
Speed fly 25 feet
Melee [one-action] ghostly hand +19 [+15/+11] (agile, finesse, magical), Damage 3d6+6 negativeFilth Fever (disease) The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. Saving Throw DC 25 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as the affected creature remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 deadInfested Shadow [two-actions] (conjuration, divine, teleportation) Otari fades away, momentarily emerges from the shadow of another creature within 30 feet, and makes a ghostly hand Strike against a single target within reach of this creature (but not against the creature whose shadow he infests). On a successful Strike, the target is also flat-footed until the start of Otari's next turn. Otari then reappears at his starting point. The creature whose shadow Otari infests is exposed to filth fever.Sneak Attack Otari deals 2d6 extra precision damage to flat-footed creatures.