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Deravon's Ghost

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Elite | Normal | Weak
Proficiency without Level

Weak Deravon's GhostCreature 8

Unique Medium Ghost Incorporeal Spirit Undead Unholy 
Source The Dead God's Hand pg. 129
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 24 (34 if Unique applies) • Undead (Religion), Spirit (Occultism)
Male human ghost
Perception +16; darkvision
Languages Azlanti, Common, Empyrean, Necril
Skills Acrobatics +17, Aroden Lore +16, Intimidation +17 (+18 to Demoralize), Religion +14
Str -5, Dex +4, Con +4, Int +3, Wis +3, Cha +6
Site Bound Deravon’s ghost can travel anywhere in the Sanctum of Aroden (areas B29B34) but not beyond.
Items Deravon’s helm
AC 23; Fort +17, Ref +15, Will +14
HP 95 (rejuvenation, void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, spirit damage from Deravon's helm, unconscious; Resistances all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
Helm Dependent Deravon is incorporeal, but the magical helm he wears is physical, perched atop his head as securely as if he were a physical creature. He cannot pass through solid objects while wearing his helm, but without it he is weakened. A PC can remove his helm with a DC 25 Athletics check to Disarm, and if Deravon's ghost critically fails a Reflex save, he must immediately attempt a second Reflex save against the same DC. On a failure, his helm topples from his head. While he can move through solid objects while his helm is off, he can't use Aeon Stars or Bow Before Me, and is slowed 1 as long as he remains without his helm.Rejuvenation (divine) Destroying Deravon's link to the world— his magical helm—prevents him from rejuvenating and allows him to move on to the afterlife once he is destroyed.
Speed fly 25 feet
Melee [one-action] ghostly sword +15 [+11/+7] (agile, finesse, magical), Damage 2d8-2+10 voidAeon Star’s Curse [two-actions] (curse, divine, emotion, mental) Deravon’s ghost has four tiny motes of darkness that constantly orbit the glowing helm atop his head. When he activates the Aeon Star’s Curse, one of these motes of darkness fires from its orbit to strike a living creature within 120 feet. That creature takes 5d6 spirit damage and must attempt a DC 26 Will save. An expended Aeon Star returns to its orbit around Deravon’s head automatically after 1 hour has passed, but if no Aeon Stars orbit his head, Deravon’s ghost can’t activate Aeon Star’s Curse, and the Athletics check to Disarm his helm drops to DC 21.
Critical Success The creature is unaffected.
Success The creature takes 2d6 spirit damage.
Failure The creature takes 4d6 spirit damage and becomes stupefied 1 with an unlimited duration.
Critical Failure The creature takes 8d6 spirit damage and becomes stupefied 2 with an unlimited duration. In addition, they suffer from an overwhelming conviction that, at any moment, the Aeon Star might appear in the sky above, portending the end of all things. As long as they remain outdoors during the day or indoors or underground at any time of day, the cursed character is off-guard from this constant distraction. While outdoors at night, the cursed character is also slowed 1 from this spiritual conviction.
Bow Before Me [one-action] (auditory, concentrate, divine, linguistic, mental) Frequency once per round; Effect Deravon’s ghost can use the “Bow Before Aroden” activation of his helm at will as a single action once per round rather than once per day as a two-action activity, as long as the command he issues is to bow before him and not before Aroden.Slice of Death [two-actions] (divine, void) Deravon’s ghost swings his ghostly longsword in an arc before him, unleashing a 30-foot cone of void energy. Creatures in the area take 8d6 void damage and must make a DC 26 Fortitude save against the following additional effects. Deravon’s ghost can’t use Slice Of Death for 1d4 rounds.
Critical Success The creature takes no damage and is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and an additional 2d6 persistent void damage as their flesh begins to rot away.
Critical Failure The creature takes double damage, 2d6 persistent void damage, and becomes slowed 1 as long as they continue taking the persistent void damage as their body begins to stiffen up as if from rigor mortis.

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