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Amondi, Jazlin, And Lerrisu

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Elite | Normal | Weak
Proficiency without Level

Amondi, Jazlin, And LerrisuCreature 9

Unique Medium Ghost Incorporeal Spirit Undead Unholy 
Source The Fallen Temple pg. 193
Recall Knowledge DC 26 (36 if Unique applies) • Undead (Religion), Spirit (Occultism)
Male and female ghosts
Perception +8; darkvision
Languages Common
Skills Intimidation +10, Stealth +10
Str -5, Dex +6, Con +0, Int +3, Wis +2, Cha +4
Site Bound These three ghosts can only leave the crypts when Bastardhall appears on Golarion, and even then, they can’t leave the island.
AC 18; Fort +6, Ref +12, Will +8
HP 113 (rejuvenation, void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, spirit, or vitalityvitality; double resistance vs. non-magical)
Rejuvenation (divine) The three adventurers re-form after 2d4 days here in the crypts unless someone carries their respective urn of ashes down to the temple in Maiserene (area A9) to be cleansed by Shirail.
Speed fly 25 feet
Melee [one-action] ghostly weapon +12 [+8/+4] (agile, finesse, magical), Damage 2d10+9 voidAmondi's Cruel Shiv [two-actions] (divine, move) Amondi Flies once, moving through a target creature's space; this movement doesn't trigger reactions. As she moves through the target's space, she makes a ghostly weapon Strike against the target. If she hits, she deals an additional 3d6 persistent bleed damage, and the creature struck becomes sickened 1 from the pain of the bloody wound.Ghostly Tactics Each of the three ghosts has their own unique ability that they can use in combat.Jazlin's Haunted Arrows [two-actions] (divine) Jazlin manifests a shortbow and fires a ghostly, shrieking arrow at a target he can see within 30 feet. The target must attempt a DC 19 Will save with the following results.
Critical Success The target is unaffected.
Success The target takes 2d6 spirit damage.
Failure The target takes 4d6 spirit damage and is frightened 1.
Critical Failure The target takes 8d6 spirit damage and is frightened 3.
Lerrisu's Dirge [one-action] (auditory, divine, emotion, mental) Lerrisu begins to sing a mournful dirge that unsettles the living but bolsters her ghostly allies. Each living creature within 30 feet must attempt a DC 19 Will save with the following results, while each of her ghostly companions within 30 feet become quickened until the start of Lerrisu's next turn; they can use the extra action only to Fly or Strike.
Critical Success The target is unaffected.
Success The target is off-guard by sadness invoked by the dirge until the start of Lerrisu’s next turn.
Failure As success, but also slowed 1 by sadness.
Critical Failure As failure, but slowed 2.
Malevolent Possession [two-actions] Malevolent Possession [two-actions] ; The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell with a DC of 14, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell.

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