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PFS StandardFortune Eater

The fickle finger of fate has quashed hundreds of fledgling adventurers, sometimes in a particularly memorable or ignominious manner. When a number of would-be heroes perish together in such a way, their restless spirits might arise—spurred by jealousy—to become a fortune eater. A fortune eater is a collective entity that might lurk near fortune tellers, taverns, or Pathfinder Society lodges where adventurers are likely to pass through. The spirit then follows the heroes on their quests until the right moment, when the spirit manifests their unfortunate abilities to get the party killed and potentially add them to the collective. Sometimes they linger near the lairs of a powerful monster, waiting for parties of unwary adventurers.

A fortune eater lingers because of unfinished business: to move on, they must help a hero defeat a great threat or acquire a legendary item. Ironically, their jealousy, rage, and powers of bad luck make this extremely unlikely.

Recall Knowledge - Spirit (Occultism): DC 28
Recall Knowledge - Undead (Religion): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Fortune EaterCreature 8

Legacy Content

Rare CE Large Incorporeal Spirit Undead 
Source Bestiary 3 pg. 101
Perception +15; darkvision
Languages languages spoken by the adventurers (typically Common, Dwarven, Elven, and Goblin)
Skills Deception +17, Intimidation +15, Performance +17, Stealth +17
Str -5, Dex +6, Con +0, Int +2, Wis +2, Cha +4
AC 27; Fort +17, Ref +19, Will +15
HP 120 (negative healing, rejuvenation); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance against non-magical)
Rejuvenation (divine, necromancy) Offering the fortune eater a chance to be instrumental in completing a heroic deed releases their component spirits to move on to the afterlife.Unluck Aura (aura, divination, divine, mental, misfortune) 20 feet. A creature entering the area must attempt a DC 25 Will save, rolling the save twice and using the worse result. On a successful save, the creature is temporarily immune to fortune eater unluck auras for 24 hours. On a failure, the creature must roll twice and use the worse result on all checks as long as it is within the aura.Luck Osmosis [reaction] (divination, divine) Trigger A creature affected by the fortune eater's unluck aura has just rolled two d20s for a check and taken the lower result; Effect The fortune-eater stores the higher of the two numbers rolled and uses that number in place of their next d20 roll; this is a fortune effect. They can have only one number stored at a time.
Speed fly 30 feet
Melee [one-action] ghostly longsword +19 [+14/+9] (finesse, magical, versatile P), Damage 1d8+2+8 slashing plus 1d8+2 negativeMelee [one-action] ghostly light mace +19 [+15/+11] (agile, finesse, magical, shove), Damage 1d4+2+8 bludgeoning plus 1d8 negativeRanged [one-action] ghostly longbow +19 [+14/+9] (deadly d10, magical, range increment 100 feet, volley 30 feet), Damage 1d8+2+4 piercing plus 1d8+2 negativeTeam Attack [three-actions] Dead teammates coalesce to attack with phantasmal versions of the weapons they used in life. The fortune eater makes a ghostly longsword Strike, ghostly dagger Strike, and ghostly longbow Strike in any order. Each must target a different creature. Their multiple attack penalty doesn't increase until after all the attacks.

Sidebar - Additional Lore Heroic Ends

Fortune eaters constantly babble about the strange and epic fates that led to their state of undeath. Such tales always involve seemingly impossible feats of bravery and foolhardiness, such as teleporting hundreds of feet into the air to fall atop and slay a dragon in flight or diving into the jaws of a kraken in an attempt to kill the beast.