The Guest
Creature 7 (unique) — aberration, humanoid
CrasherLANDaberrationcold
Source: gatewalkers-bestiary
Perception +15; darkvision
Skills acrobatics +14, athletics +17
Str
+4
Dex
+3
Con
+4
Int
-4
Wis
+2
Cha
+0
AC 24
Fort +17
Ref +14
Will +13
+1 circumstance vs. diseases and poisons
HP 130
Resistances bludgeoning 10, cold 10
Weaknesses slashing 10
Speed 25 feet
Offense
Melee Claw (unarmed, versatile-b) +17, Damage 2d6 + 10 slashing plus 1d6 cold
Abilities
Fall Apart (occult) — When one of the Guests dies, its body falls apart into a tangle of meat, gristle, fur, bone, and gore. All creatures within a 10-foot emanation (other than other Guests) must make a DC 22 Will save to avoid becoming Sickened 2 (Sickened 4 on a critical failure) at the sight and smell of this fate.
Frozen Wind — The guest exhales a blast of freezing wind from its body in a 20-foot cone. All creatures in this area take 8d6 cold (DC 25 Reflex). The Guest can't use Frozen Wind again for 1d4 rounds.
Stunning Critical — If a Guest critically hits a creature with a claw Strike, the target must make a DC 25 Fortitude save or be Stunned 1.
Trigger Memory (emotion, fear, mental, occult) —
WORKS WELL WITH
AnvilLANDThe Anvil draws enemy focus while the Crasher positions for a devastating Frozen Wind cone and follows up with Stunning Critical hits.
FlankerLANDThe Flanker creates distracted openings the Crasher needs to land critical claw strikes that trigger Stunning Critical.
WeaverLANDThe Weaver funnels enemies into the Crasher's cone formation and prevents the party from spreading after the burst.
PUNISHES
✖ clumping✖ low Reflex✖ low Fortitude
Multiple Crashers compete for the same burst window and leave the encounter vulnerable between cooldowns.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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