Muse Phantom
Creature 5 (uncommon) — incorporeal, spirit, undead, unholy
Pre-Remaster content. May include legacy alignment.
WeaverShadeAERIALundeadunholyincorporealspirit
For performers who die before their time and whose love of the theater is stronger than death's grasp, the show does indeed go on. Such actors rise from the grave to become muse phantoms-undead spirits that haunt opera houses or auditoriums and possess the bodies of living actors to continue their art. A host is often utterly unaware of being possessed by a muse phantom. Like egotistical parasites, muse phantoms assume command of their unwitting thespian shells only during big shows with packed
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +10; darkvision
Languages common, necril
Skills deception +14, diplomacy +14, occultism +13, performance +16, Theatre Lore +11
Str
-5
Dex
+4
Con
+2
Int
+0
Wis
+3
Cha
+5
AC 21
Fort +9
Ref +13
Will +14
HP 50 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 5
Speed 0 feet, fly 25 feet
Offense
Melee Phantom Hand (agile, finesse, magical) +13, Damage 2d6+5 void
Ranged Resonating Note (magical, sonic) +15, range 60 feet, Damage 2d4+5 sonic
Abilities
Thespian Aura (aura, emotion, mental, occult) — 30 feet. The muse phantom inspires a supernatural emotional response-either comedy or drama. Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become Clumsy 1; if it is emitting a dramatic aura, affected creatures instead become Stupefied 1.
The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the concentrate trait. A creature possessed by a muse phantom is immune to this aura.
The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the concentrate trait. A creature possessed by a muse phantom is immune to this aura.
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.
Grand Finale (mental, occult) —
Muse Possession — The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the Possession spell (DC 20 Will), except the duration is 1d4 hours, and since the phantom muse doesn't have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in Performance, the DC of this ability is DC 24 Will.
Occult Spontaneous Spells DC 22, attack +14
2nd Hideous Laughter, Invisibility (At-Will) (Self Only)
1st Charm, Fear, Mindlink
Cantrips (2nd) Ghost Sound, Telekinetic Projectile
WORKS WELL WITH
SniperLAND / AERIALA sniper provides safe ranged pressure while the phantom's aura and possession control close-quarters engagement.
ShadeLAND / AERIALA shade compounds Thespian Aura confusion with misdirection and debilitating strikes.
FlankerLAND / AERIALA flanker's aerial mobility dives aura-affected or possession-distracted targets.
PUNISHES
✖ clumping✖ low Will✖ physical damage
A second Weaver creates redundant aura coverage and competes for possession targets.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Muse Phantom in the encounter builder — free, no install.
Open in PathfinderGM →