Ghostly Guest
CREATURE 6The ghostly guests cannot leave the reception halls.
When a ghostly guest is destroyed, they reform after 2d4 days fully healed and can be encountered again. They're only permanently destroyed once the Bastardhall Curse is lifted at the end of the Adventure Path.
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
The ghostly guest Flies over to a space adjacent to a creature, then extends their arms in an invitation to join the ghost in whatever form of revelry it appears to be engaged in at the moment, be it dancing, drinking, or eating. The target must attempt a DC 24 Will save to resist the invitation. On a failed save, roll 1d6 to determine what the ghost's current revelry is and what effect the creature endures. If the target fails its save against Join Us! while already enduring a condition inflicted by a previous failed save, the new condition replaces the old condition, and the change in condition leaves the character Off-Guard for 1 round from the disorienting sensations.
1–2 Dancing The creature suddenly feels as if they've been dancing the night away. Aches and pains settle into their bodies, and they become Enfeebled 1 (Enfeebled 2 on a critical failure) for 1 hour.
3–4 Drinking The creature suddenly feels dizzy and drunk and becomes Stupefied 1 (Stupefied 2 on a critical failure) for 1 hour.
5–6 Eating The creature suddenly feels bloated and overfull and becomes Clumsy 1 (Clumsy 2 on a critical failure) for 1 hour.