Hantu Kregavren

CREATURE 11

uncommon n small beast hantu incorporeal spirit 

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.