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Korven Willachur

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Elite | Normal | Weak
Proficiency without Level

Elite Korven WillachurCreature 9

Unique Medium Ghost Incorporeal Spirit Undead Unholy 
Source The Cellars pg. 84
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 26 (36 if Unique applies) • Undead (Religion), Spirit (Occultism)
Variant male ghost
Perception +20; darkvision
Languages Common, Varisian
Skills Bastardhall Lore +17, Intimidation +20
Str -5, Dex +4, Con +3, Int +3, Wis +4, Cha +6
Site Bound (A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet; area C28)
AC 28; Fort +15, Ref +18, Will +20
HP 121 (rejuvenation, void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances ; double resistance vs. non-magical)
Speed fly 25 feet
Melee [one-action] bloody tendril +21 [+17/+13] (agile, finesse, magical), Damage 2d6+2+12 void plus phantom amputationCompelling Order [two-actions] (auditory, divine, emotion, linguistic, mental) Frequency once per round; Effect Korven barks out an order at a creature within 30 feet, filling his command with humiliating insults and implied threats of punishment if the order is disobeyed, choosing from one of the following commands: “drop your weapons,” “kneel,” “stand at attention,” or “pledge your loyalty.” The target must attempt a DC 28 Will save with the following results, after which it is immune to Compelling Order for 1 minute.
Critical Success The creature can ignore the order; doing so causes Korven to sputter and rage, causing him to become slowed 1 on his next turn.
Success The creature resists the order but takes 4d6 mental damage as it does so.
Failure The creature is compelled to spend its first action on its next turn following the order, and also takes 8d6 mental damage from the shame.
Critical Failure The creature is compelled to spend its entire turn following the order, and takes 16d6 mental damage from the shame.
Phantom Amputation (divine, emotion, fear, mental) Each time a creature takes damage in a round from the bloody tendril Strike extending from Korven’s wrist, it believes its fingers, hand, or similar appendage has been amputated. The creature must succeed at a DC 28 Will save or become frightened 1 (frightened 2 on a critical failure). If the creature is already frightened, it instead becomes clumsy 1 for 24 hours on a failed save (or clumsy 2 for 24 hours on critical failure).

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