CREATURE 11
Perception +24; darkvision
Languages Common
Skills Acrobatics +23, Athletics +20, Medicine +22, Stealth +19
Str -5 Dex +6 Con +0 Int +0 Wis +5 Cha +7
AC 27; Fort +19, Ref +21, Will +24
HP 150; Immunities poison, precision, death effects, disease, paralyzed; Resistances all damage 10
Unrest Aura (emotion, enchantment, mental, occult) 30 feet. A creature that enters the emanation must attempt a DC 27 Will save. On a failure, the creature is confused until the end of its next turn (1 minute on a critical failure). During this confusion, the creature attempts to cause turmoil, using its actions to create disarray in its general vicinity by throwing around objects or scaring passersby. A creature that succeeds at its save is immune to all hantu kregavrens' unrest auras for 1 hour. A hantu kregavren can suppress or resume the effects of this aura as an action, which has the concentrate trait.
Speed fly 35 feet
Melee claw +22 (agile, finesse, magical), Damage 2d6+13 slashing
Melee beak +22 (finesse, magical), Damage 2d8+13 piercing
Occult Innate Spells DC 30, attack +22; 7th possession; 6th heal; 4th remove curse; 3rd fear, remove disease; Cantrips (6th) daze, light, prestidigitation, telekinetic projectile
Greater Possession A hantu kregavren can use its possession innate spell to possess a creature for up to 1 hour rather than 1 minute. While possessing a creature, the hantu uses its own Acrobatics, Athletics,
and Stealth modifiers unless those of the possessed creature are higher.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 85.
Open Hantu Kregavren in the interactive creatures list or browse all creatures starting with H.