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Chandriu Invisar

Creature 6 (unique) — ghost, incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +17
Skills society +16, stealth +15
Str
-5
Dex
+5
Con
+0
Int
+4
Wis
+3
Cha
+2
AC 23 Fort +12 Ref +17 Will +11
HP 64
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 7
Speed 0 feet, fly 25 feet

Offense

Melee Ghostly Hand +16, Damage 3d8+4 void

Abilities

Site Bound — Area C36 and C37 . A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.
Rejuvenation (divine) — To put Chandriu to rest permanently, a hero must convince her to stop pining over Volluk with a successful DC 21 Diplomacy check. Regardless of the result of this check, Chandriu flies into a rage and attacks, but if the Diplomacy check is successful, she is Slowed 1 for 10 rounds while she fights. If defeated while she is slowed, she is put to rest. When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
Void Healing — Negative Healing
Despairing Cry (auditory, divine, emotion, mental) — Chandriu wails in despair at her loss and betrayal, forcing each living creature within 30-foot emanation{30 feet} to attempt a DC 24 Will save. On a failure, a creature becomes Slowed 1 (Slowed 2 on a critical failure) for 1 round as they are overcome with sadness over their own missed opportunities. On a success, a creature is temporarily immune to Chandriu's Despairing Cry for 1 minute.

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