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Bone Croupier

Creature 5 (uncommon) — undead, unholy

Pre-Remaster content. May include legacy alignment.

For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning of "life-consuming" to its literal extreme. These gamblers' lust for cards and dice couldn't be sated in life, so in undeath they haunt the shadowy corners of gambling halls and continue their search for that next hit of adrenaline. For bone croupiers, gaming takes on a different flavor; with nothing left to lose, these undead turn their attention

Source: book-of-the-dead-bestiary (Pre-Remaster)

Perception +11
Skills acrobatics +14, deception +14, diplomacy +14, stealth +14, thievery +14
Str
+2
Dex
+5
Con
+2
Int
+1
Wis
+2
Cha
+5
AC 22 Fort +9 Ref +14 Will +14
HP 50
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances cold 5, piercing 5, slashing 5
Speed 25 feet

Offense

Melee Claw +14, Damage 2d8+5 slashing

Abilities

Void Healing — Negative Healing
Change of Luck (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 at the start of each of their turns, recharging the ability if the sum is 7 or 11.
Roll the Bones (occult) — The bone croupier designates an adjacent living creature to roll the bones. The chosen creature finds a pair of dice in its hand and is compelled by fate to roll them; it can and must roll the dice even if its hands are full or it is unable to act. The creature rolls , adding them together to determine the effect. 7 or 11 (healing, vitality) The target regains 15 vitality healing HP. 2, 3, or 12 (void) The target takes 30 void damage. If the target is Dying, this damage increases its dying condition by 2 instead of 1. Any Other Roll (void) The target takes 15 void damage.

Spells

Discern Lies (rank 4)
Mind Reading (rank 3)
Illusory Disguise (rank 1)
Prestidigitation (rank 1)

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