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Fortune Eater

Creature 7 (rare) — incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

ShadeSniperAERIALundeadincorporealspirit

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 th

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +13; darkvision
Languages languages spoken by the adventurers (typically common, dwarven, elven, and goblin)
Skills deception +15, intimidation +13, performance +15, stealth +15
Str
-5
Dex
+6
Con
+0
Int
+2
Wis
+2
Cha
+4
AC 25 Fort +15 Ref +17 Will +13
HP 100 (void healing, rejuvenation)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 5
Speed 0 feet, fly 30 feet

Offense

Melee Ghostly Longsword (finesse, magical, versatile-p) +17, Damage 1d8+8 slashing plus 1d8 void
Melee Ghostly Light Mace (agile, finesse, magical, shove) +17, Damage 1d4+8 bludgeoning plus 1d8 void
Ranged Ghostly Longbow (deadly-d10, magical, volley-30) +17, range increment 100 feet, Damage 1d8+4 piercing plus 1d8 void

Abilities

Languages — The Fortune Eater speaks languages spoken by the adventurers (typically Common, Dwarven, Elven, and Goblin).
Luck Osmosis (divine) —
Rejuvenation (divine) — Offering the fortune eater a chance to be instrumental in completing a heroic deed releases their component spirits to move on to the afterlife.

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.
Unluck Aura (aura, divine, mental, misfortune) — 20 feet. A creature entering the area must attempt a DC 23 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.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Team Attack — 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.

WORKS WELL WITH

CrasherAERIALForces enemies into the unluck aura's triggering area while threatening them with burst damage.
AnvilAERIALKeeps foes stationary within the unluck aura so the fortune eater can attack safely from range.
WeaverAERIALHerds enemies through the unluck aura activation zone with forced movement effects.

PUNISHES

✖ clumping✖ low Will✖ precision dependence
AERIAL habitat lock; cannot pair with LAND-bound creatures that lack flight.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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