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Otari Ilvashti

Creature 9 (unique) — ghost, incorporeal, spirit, undead

Pre-Remaster content. May include legacy alignment.

ShadeFlankerLANDAERIALundeadghost

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

Perception +18; darkvision
Languages common, elven, gnomish
Skills acrobatics +18, society +18, stealth +20, thievery +20
Str
-5
Dex
+6
Con
+0
Int
+4
Wis
+3
Cha
+4
AC 25 Fort +16 Ref +20 Will +17
HP 120 (void healing, rejuvenation)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 25 feet

Offense

Melee Ghostly Hand (agile, finesse, magical) +19, Damage 3d6+6 void

Abilities

Site Bound — Area D18

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) — Securing the four icons of the Roseguard and placing them on the altar in area D13 allows Otari 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.
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.
Filth Fever (disease) — The Sickened and Unconscious conditions from filth fever don't improve on their own until the disease is cured.

Saving Throw DC 25 Fortitude

Stage 1 carrier with no ill effect (1d4 hours)

Stage 2 Sickened 1 (1 day)

Stage 3 Sickened 1 and Slowed 1 as long as the affected creature remains sickened (1 day)

Stage 4 Unconscious (1 day)

Stage 5 dead
Infested Shadow (divine, teleportation) — Otari fades away, momentarily emerges from the shadow of another creature within 30 feet, and makes a ghostly hand Strike against a single target within reach of this creature (but not against the creature whose shadow he infests).

On a successful Strike, the target is also Off-Guard until the start of Otari's next turn. Otari then reappears at his starting point.

The creature whose shadow Otari infests is exposed to filth fever.
Sneak Attack — Otari deals 2d6 extra precision damage to Off-Guard creatures.

WORKS WELL WITH

CrasherLAND / AERIALCrasher draws attention and triggers reactive strikes while this creature teleports through shadows to strike off-guard targets.
AnvilLAND / AERIALAnvil locks down enemies so this creature can consistently land Sneak Attack on off-guard foes without repositioning.
WeaverLAND / AERIALWeaver debuffs enemy Fortitude to make Filth Fever land reliably, compounding disease pressure with incorporeal hit-and-run strikes.

PUNISHES

✖ low Fortitude✖ standing still
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 #163: Ruins of Gauntlight.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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