← Bestiary index

Phantom Wolf

Creature 1 (rare) — ethereal, incorporeal, phantom, spirit

FlankerShadeAERIALphantom

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 +7; darkvision
Languages common
Skills acrobatics +7, intimidation +5
Str
-5
Dex
+4
Con
+1
Int
-3
Wis
+2
Cha
+0
AC 15 Fort +6 Ref +9 Will +5
HP 14
Immunities disease, paralyzed, poison, precision, bleed
Resistances all-damage (except force, ghost-touch) 2
Speed 0 feet, fly 35 feet

Offense

Melee Jaws (finesse, magical) +7, Damage 1d6+2 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 17 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.
Pack Attack — The phantom wolf's Strikes deal an additional 1d4 damage to creatures within reach of at least one of its allies.
Occult Innate Spells DC 14, attack +6
1st Fear
Cantrips (1st) Daze, Ghost Sound

WORKS WELL WITH

CrasherAERIALA crasher engages first to provide the ally adjacency required for Pack Attack bonus damage.
SnareAERIALA snare locks a target in place, guaranteeing the wolf can fly into flanking position and trigger Pack Attack.
WeaverAERIALA weaver debuffs enemy AC, amplifying the wolf's finesse strikes and Pack Attack payoff.

PUNISHES

✖ backline isolation
habitat-restricted to aerial partners only
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

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.

Full licenses · Privacy · Terms · Walkthrough

Run Phantom Wolf in the encounter builder — free, no install.

Open in PathfinderGM →