Fortune EaterCreature 7
Source Pathfinder Bestiary 3
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; Reflex +17; Will +13;
HP 100 (negative healing, rejuvenation)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5
Ghostly Longsword +17 (+12, +7) to hit (finesse, magical, versatile p) 1d8+8 Slashing + 1d8 Negative
Ghostly Light Mace +17 (+13, +9) to hit (agile, finesse, magical, shove) 1d4+8 Bludgeoning + 1d8 Negative
Ghostly Longbow +17 (+12, +7) to hit (deadly d10, magical, range increment 100, volley 30) 1d8+4 Piercing + 1d8 Negative
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
LanguagesThe Fortune Eater speaks languages spoken by the adventurers (typically Common, Dwarven, Elven, and Goblin).
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Luck Osmosis (divination, divine)Trigger A creature affected by the fortune eater's unluck aura has just rolled two d20s for a check and taken the lower result
Effect The fortune-eater stores the higher of the two numbers rolled and uses that number in place of their next d20 roll; this is a fortune effect. They can have only one number stored at a time.
Rejuvenation (divine, necromancy)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, divination, divine, mental, misfortune)20 feet Aura
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.
Effect: Unluck Aura
Team AttackDead 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.
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 the right moment, when the spirit manifests their unfortunate abilities to get the party killed and potentially add them to the collective. Sometimes they linger near the lairs of a powerful monster, waiting for parties of unwary adventurers.
A fortune eater lingers because of unfinished business: to move on, they must help a hero defeat a great threat or acquire a legendary item. Ironically, their jealousy, rage, and powers of bad luck make this extremely unlikely.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.