The Guest

Level 7
Creature· aberrationUniqueMediumRemaster
AC
24
HP
130
Speed
25 ft.
Perception
+15
Fort
+17
Ref
+14
Will
+13
Resistances bludgeoning 10, cold 10
Weaknesses slashing 10
Senses darkvision
Skills athletics +17, acrobatics +14
Recall Knowledge DC 33 (occultism, society)

Attacks

Melee Claw +17 (unarmed, versatile-b), Damage 2d6 + 10 slashing plus 1d6 cold

Abilities

Fall Apart

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 area (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 area. All creatures in this area take 8d6 cold (DC 25 reflex). The Guest can't use Frozen Wind again for .

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

Trigger A gatewalker attempts to Strike a Guest or target a Guest with a spell


Effect The first time a gatewalker (including any PC) attempts to Strike a Guest or target it with a spell, a repressed memory from their Missing Moment surfaces. For a brief instant, the character recalls facing down a much larger and fully formed saumen kar, one with four horns and glowing runes on its fur. This memory of the character's first encounter with Ainamuuren evokes waves of fear and shame. The char