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Phantom Knight

Creature 4 (uncommon) — ethereal, incorporeal, phantom, spirit

Cavaliers and knights who died for their cause make for particularly strongwilled phantoms. Though their motives vary, these phantoms often seek to continue their lifelong missions even in their purgatorial states, and their strong forces of will make them formidable fighters in spite of their incorporeality. A phantom knight might strive to find living followers of their church or order, or seek out other mortals they knew in life as a way of staying grounded and avoiding the corruption of unde

Source: pathfinder-monster-core

Perception +13
Skills intimidation +12
Str
-5
Dex
+4
Con
+0
Int
+0
Wis
+5
Cha
+4
AC 21 Fort +8 Ref +12 Will +13
HP 45
Immunities disease, paralyzed, poison, precision, bleed
Resistances all-damage (except force, ghost-touch, spirit) 3
Speed 0 feet, fly 25 feet

Offense

Melee Phantom Sword +14, Damage 1d8+7 slashing
Ranged Phantom Bow +14, Damage 1d8+5 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.
-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.
Phantom Touch (spirit) — Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type.

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