Retail Phantasm Creature 4

Elite Weak Retail Phantasm Creature 4

Recall Knowledge DC 23 (includes +5 from Rare) 24 (includes +5 from Rare) 25 (includes +5 from Rare)
Spirit (Occultism)
Undead (Religion)
Perception +10 (darkvision)
Languages Common
Skills Deception +14, Stealth +14
Str -5 Dex +3 Con +0 Int +0 Wis +2 Cha +2

AC 21
Fort +6
Ref +8
Will +10
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all damage 5 (except force, ghost killer, spirit, or vitality; double resistance vs. non-magical)
Permaburnout (aura) 15 feet; Requirements The retail phantasm is not currently possessing a creature; Effect While the retail phantasm isn't possessing a creature, it resembles a glowing ball of slime emitting waves of work-related stress. All creatures that start their turns within the emanation take 1d8 spirit damage (DC 16 basic Will save). On a critical failure, the creature is also clumsy 1 as long as it remains in the aura.

Speed fly 25 feet
Melee [one-action] deathly touch +15 (unholy), Damage 2d6+4 spirit damage
Possess Creature [two-actions] The retail phantasm attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 18), except the duration is 1d4 hours, and since the retail phantasm doesn't have a physical body, it's unaffected by that restriction of the spell. If the target is an employee of the same company as the retail phantasm, the DC is 22.
Unpaid Overtime [two-actions] (cursedivine) The retail phantasm touches an adjacent creature, causing the weight of years of toil to overcome them at once. The creature must attempt a DC 18 Fortitude save.
Critical SuccessThe target is unaffected.
SuccessThe target is enfeebled 1 for 1 round.
FailureThe target is enfeebled 1 for 24 hours and fatigued.
Critical FailureThe target is enfeebled 1 for 24 hours, fatigued, and falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.