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Mister Moxie

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Elite | Normal | Weak
Proficiency without Level

Elite Mister MoxieCreature 7

Unique Medium Undead Unholy 
Source The Reception Halls pg. 131
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 23 (33 if Unique applies) • Undead (Religion)
Variant male bone croupier
Perception +16; darkvision
Languages Common, Necril, Varisian
Skills Acrobatics +15, Athletics +14, Deception +17, Diplomacy +15, Games Lore +16, Performance +17, Society +14, Thievery +17
Str +4, Dex +5, Con +2, Int +4, Wis +2, Cha +5
Items +1 striking flaming whip, illuminated harrow card deck worth 50 gp, pouch of dozens of different colored glass breads
AC 25; Fort +14, Ref +19, Will +16
HP 90 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, piercing 5, slashing 5
Speed 25 feet
Melee [one-action] whip +20 [+15/+10] (disarm, finesse, magical, nonlethal, reach, trip;), Damage 2d4+2+7 plus 1d6 fireMelee [one-action] claw +19 [+15/+11] (agile, finesse), Damage 2d8+2+7 slashingChange of Luck [free-action] (occult) Frequency once per day; Trigger A creature within 30 feet of the bone croupier attempts a check but hasn't rolled the check yet; Effect The bone croupier pulls on the threads of luck that bind all things. The target rolls twice, and then the bone croupier decides which result applies. If the bone croupier chooses the lower roll, this is a misfortune effect; if the bone croupier chooses the higher roll, it's a fortune effect; if they're the same, the croupier decides which trait to apply. If this ability is expended, the bone croupier rolls 2d6 at the start of each of their turns, recharging the ability if the sum is 7 or 11.Pick a Card, Any Card [two-actions] (occult) Mister Moxie designates an adjacent living creature who must pick a card from his deck of harrow cards. The chosen creature finds a phantasmal duplicate deck of cards in their hand and is compelled by fate to draw a card; it can and must do so even if its hands are full, or it's unable to act. The creature rolls 1d6 to determine the suit of the card drawn to determine the effect (or if you have a harrow deck handy, have the player draw a card to determine the suit).
1—Hammer: (void) The target becomes enfeebled 1 for 24 hours.
2—Key: The target becomes quickened for 1 minute and can use the extra action each round to Stride or Strike.
3—Shield: (void) The target becomes drained 1.
4—Tome: (void) The target becomes stupefied 1 for 24 hours.
5—Star: (healing, vitality) The target regains 20 HP.
6—Crown: (emotion, mental) The target becomes confused for 1 minute.

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