Phantom Beast
Creature 8 (uncommon) — ethereal, incorporeal, phantom, spirit
ShadeFlankerAERIALphantomspiritincorporeal
The River of Souls, alongside the souls of dead sapient humanoids, also carries the spirits of monsters, animals, and other creatures. Likewise, it draws souls from across reality, and thus human and elf souls mingle with those of far stranger creatures from untold worlds. Like any others, these far-flung spirits of strange creatures sometimes wash up on the shores of the Ethereal Plane, becoming phantoms far removed from the humanoid forms typically associated with ghosts and other undead. The
Source: pathfinder-monster-core
Perception +18; darkvision
Languages Telepathy 100 feet
Skills diplomacy +16, intimidation +18, occultism +14, thievery +18
Str
-5
Dex
+6
Con
+1
Int
+0
Wis
+4
Cha
+6
AC 26
Fort +13
Ref +18
Will +16
-1 status to all saves vs. death effects
HP 120
Immunities disease, paralyzed, poison, precision, bleed
Resistances all-damage (except force, ghost-touch, spirit) 8
Speed 0 feet, fly 35 feet
Offense
Melee Phantom Horn (agile, finesse, magical) +18, Damage 2d8+8 piercing
Abilities
Telepathy 100 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Walk the Ethereal Line — The phantom walks the thin line between the Ethereal and Universe in order to exist on both planes simultaneously.
They can shift back to solely the Ethereal Plane by using this ability again.
They can shift back to solely the Ethereal Plane by using this ability again.
-1 Status to All Saves vs. Death Effects —
Susceptible to Death — Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death.
A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like Execute) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife.
A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like Execute) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife.
Phantom Touch (spirit) — Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type.
Grab Item — The phantom beast attempts to Steal one item of up to 1 Bulk from a creature, even if the creature is in combat, though the object still must not be one that is actively in use. If they succeed, they carry the object along with them telekinetically.
Occult Innate Spells DC 28, attack +20
2nd Spiritual Armament
1st Phantom Pain, Sleep
Cantrips (2nd) Daze, Telekinetic Projectile
WORKS WELL WITH
AnvilAERIALA durable frontline ally forces the party to commit resources to a threat that can be hit normally, buying the phantom time to phase out and back for another harassing strike.
SnareAERIALA controller that restrains a target's movement stops it from chasing the phantom into the Ethereal Plane, letting the theft or Strike go unanswered.
SniperAERIALA ranged ally keeps the pressure on while the phantom repositions and steals gear, since neither threat needs to stay adjacent to function.
PUNISHES
✖ non-magical weapon reliance✖ precision reliance✖ item dependency
This phantom has no land Speed and exists mostly in the air and Ethereal Plane; ground-locked allies can't keep pace with its repositioning.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Phantom Beast in the encounter builder — free, no install.
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