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Ghostly Guest

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Elite | Normal | Weak
Proficiency without Level

Elite Ghostly GuestCreature 7

Rare Medium Ghost Incorporeal Spirit Undead Unholy 
Source The Reception Halls pg. 103
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 28 (includes +5 from Rare) • Undead (Religion), Spirit (Occultism)
Ghost
Perception +16; darkvision
Languages Common, Varisian
Skills Intimidation +17, Society +16
Str -5, Dex +5, Con +0, Int +4, Wis +4, Cha +5
Site Bound The ghostly guests cannot leave the reception halls.
AC 25; Fort +12, Ref +19, Will +16
HP 80 (rejuvenation, void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistance all damage 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)Rejuvenation (divine) When a ghostly guest is destroyed, they reform after 2d4 days fully healed and can be encountered again. They’re only permanently destroyed once the Bastardhall Curse is lifted at the end of the Adventure Path.
Speed fly 25 feet
Melee [one-action] ghostly touch +19 [+15/+11] (agile, finesse, magical, unarmed), Damage 2d8+2+4 voidJoin Us! [two-actions] (divine, emotion, mental) The ghostly guest Flies over to a space adjacent to a creature, then extends their arms in an invitation to join the ghost in whatever form of revelry it appears to be engaged in at the moment, be it dancing, drinking, or eating. The target must attempt a DC 26 Will save to resist the invitation. On a failed save, roll 1d6 to determine what the ghost's current revelry is and what effect the creature endures. If the target fails its save against Join Us! while already enduring a condition inflicted by a previous failed save, the new condition replaces the old condition, and the change in condition leaves the character off-guard for 1 round from the disorienting sensations.
1–2 Dancing The creature suddenly feels as if they've been dancing the night away. Aches and pains settle into their bodies, and they become enfeebled 1 (enfeebled 2 on a critical failure) for 1 hour.
3–4 Drinking The creature suddenly feels dizzy and drunk and becomes stupefied 1 (stupefied 2 on a critical failure) for 1 hour.
5–6 Eating The creature suddenly feels bloated and overfull and becomes clumsy 1 (clumsy 2 on a critical failure) for 1 hour.

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