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Phantom Boar

Creature 2 (rare) — ethereal, incorporeal, phantom, spirit

CrasherAERIALphantomspiritetherealincorporeal

The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul enters the River of Souls and eventually reaches the Boneyard, where it is judged by Pharasma. The judged soul moves onto its appropriate domain of final rest-Heaven, Hell, Abaddon, and so forth-where it becomes a petitioner. Complications arise, however, when a soul in queue for judgment prematurely departs from the River of Souls and is shunted int

Source: season-of-ghosts-bestiary

Perception +8; darkvision, scent (imprecise) 30 feet
Languages common
Skills acrobatics +7, intimidation +6
Str
-5
Dex
+1
Con
+4
Int
-3
Wis
+2
Cha
+0
AC 18 Fort +10 Ref +5 Will +8
HP 22
Immunities disease, paralyzed, poison, precision, bleed
Resistances all-damage (except force, ghost-touch, spirit) 2
Speed 0 feet, fly 40 feet

Offense

Melee Tusk (finesse, magical) +7, Damage 1d8+3 piercing

Abilities

Walk the Ethereal Line — The phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously.

They can shift back to solely the Ethereal Plane by using this ability again.
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.
Vulnerable to Kindness — Any creature within 30 feet that the phantom can see and hear can issue a calm and friendly greeting to it as a two-action activity with the auditory, concentrate, linguistic, and mental traits. A creature greeting the phantom in this manner must attempt a DC 18 Diplomacy check.

Critical Success The phantom takes 4d8 mental damage and is Stunned 1.

Success The phantom takes 2d8 mental damage.

Failure The phantom takes 1d8 mental damage.

Critical Failure The phantom is unaffected, and is not affected by this weakness for 1 round.
Boar Charge — The phantom boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
Occult Innate Spells DC 15, attack +7
1st Fear
Cantrips (1st) Daze, Figment

WORKS WELL WITH

SnareLAND / AERIALA controller that fixes a target in place guarantees the charge lands on a target that cannot reposition.
SniperLAND / AERIALRanged threats that bypass its resistance force a choice between two damage sources on different tempos.
WeaverLAND / AERIALA debuffer lowering Fortitude or AC turns each charging strike into a more consistent hit.

PUNISHES

✖ nonmagical weapon reliance✖ isolated targets✖ overextended positioning
Avoid stacking with another Crasher chasing the same isolated target; simultaneous charges lose the surprise that makes either effective.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Season of Ghosts Hardcover Compilation.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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