Catrina
Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a…
- AC
- 22
- HP
- 75
- Perc
- +13
- Fort
- +11
- Ref
- +12
- Will
- +13
- STR
- +0
- DEX
- +5
- CON
- +4
- INT
- +2
- WIS
- +4
- CHA
- +5
- fist +14 2d8+2 bludgeoning
- AC
- 22
- HP
- 75
- STR
- +0
- DEX
- +5
- CON
- +4
- INT
- +2
- WIS
- +4
- CHA
- +5
Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a spirit's passing.
AC 22
Fort +11
Ref +12
Will +13
+1 status to all saves vs. magic
HP 75
Immunities
death effects, disease
Calming Presence (aura, divine, emotion, incapacitation) 30 feet. A creature that begins its turn within the area must attempt a DC 18 Will save.
Critical Success The creature is unaffected and is temporarily immune to calming presence for 24 hours.
Success The creature's attack rolls take a –1 status penalty for 1 round.
Failure Any emotion effects that would affect the creature are suppressed, and the creature can't use hostile act