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From Pathfinder Adventure Path: Bastion of Blasphemies, which isn't enabled.

Mister Moxie

CREATURE 6

Variant male bone croupier

Perception +14; darkvision
Languages Common, Necril, Varisian
Skills Acrobatics +13, Athletics +12, Deception +15, Diplomacy +13, Games Lore +14, Performance +15, Society +12, Thievery +15
Str +4, Dex +5, Con +2, Int +4, Wis +2, Cha +5
Items Whip, Illuminated Harrow Card Deck, Pouch of dozens of different colored glass beads

AC 23; Fort +12, Ref +17, Will +14
HP 70; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, piercing 5, slashing 5
Void Healing

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.


Speed 25 feet
Melee Whip +18 (disarm, finesse, magical, nonlethal, reach 10, trip), Damage 2d4+7 slashing
Melee Claw +17 (agile, finesse, unarmed), Damage 2d8+7 slashing
Change of Luck (occult)
Frequency once per day
Trigger A creature within 30 feet of the bone croupier attempts a check but hasn't rolled the check yet

Effect The bone croupier pulls on the threads of luck that bind all things. The target rolls twice, and then the bone croupier decides which result applies. If the bone croupier chooses the lower roll, this is a misfortune effect; if the bone croupier chooses the higher roll, it's a fortune effect; if they're the same, the croupier decides which trait to apply. If this ability is expended, the bone croupier rolls 2d6 at the start of each of their turns, recharging the ability if the sum is 7 or 11.
Pick a Card, Any Card (occult)

Mister Moxie designates an adjacent living creature who must pick a card from his deck of harrow cards. The chosen creature finds a phantasmal duplicate deck of cards in their hand and is compelled by fate to draw a card; it can and must do so even if its hands are full, or it's unable to act. The creature rolls 1d6 to determine the suit of the card drawn to determine the effect (or if you have a harrow deck handy, have the player draw a card to determine the suit).

1—Hammer: (void) The target becomes Enfeebled 1 for 24 hours.

2—Key: The target becomes Quickened for 1 minute and can use the extra action each round to Stride or Strike.

3—Shield: (void) The target becomes Drained 1.

4—Tome: (void) The target becomes Stupefied 1 for 24 hours.

5—Star: (healing, vitality) The target regains 20 healing vitality HP.

6—Crown: (emotion, mental) The target becomes Confused for 1 minute.

Pathfinder Adventure Path: Bastion of BlasphemiesORC