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Phantom; Apparition

by Jamie Baty

RC 199
Medium Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armour Class: 19 (+4 Dex, +5 Deflection), touch 15, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Claw +9 melee (1d6)
Full Attack: 2 Claw +9 melee (1d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Entrancing mist, fear aura
Special Qualities: Create spawn, darkvision 60ft., manifestation, turn resistance, undead traits
Saves: Fort +3, Ref +7, Will +10
Abilities: Str -, Dex 19, Con -, Int 10, Wis 13, Cha 20
Skills: Concentration +8, Hide +12, Intimidate +15, Listen +9, Spot +9, Tumble +14
Feats: Dodge, Improved Initiative, Iron Will, Weapon Finesse
Environment: Any land
Organisation: Solitary
Challenge Rating: 9
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium), 21-20 (Large)
Level Adjustment: -

A semi-transparent creature, almost looking like a wight, stands in the distance. When it spots you a mist rises up and envelopes it...

An apparition is a type of phantom. Although they avoid sunlight, it does not harm them. An apparition always appears as a humanoid creature. They can appear anywhere. An apparition keeps the treasure of its victims, and this treasure can always be found near the area it is encountered.

Combat
When first encountered, an apparition will use its entrancing mist. Once at least one victim is entranced, it will manifest and attack the entranced victims first. It will rarely attack a moving victim, preferring to slay easy targets.

Entrancing Mist (Ex): As a standard action, an apparition surrounds itself with a 20ft radius semi-transparent, swirling mist. Any creature entering the mist must make a will save vs DC 20 or be entranced by the mist's swirls. Each round an unaffected character remains in the mist, he must make a will save or be affected. The mist lasts 12 rounds. Any character affected cannot take any actions or make any movement while entranced. This entrancement lasts until the apparition is killed or the mist dissipates.

Fear Aura (Su): Any creature that comes within sight of the apparition (120ft radius) must make a will save vs DC 20 (Cha based). If successful, the victim is shaken for 1d4 rounds. If failed, the victim is panicked for the next 2d4+1 rounds and will not return to the apparition's location for the next 24 hours.

Create Apparition (Su): Any humanoid slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead or similar spell (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience-but will begin to fade a week later, turning into an apparition.

Manifestation (Su): An apparition dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a apparition manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested apparition can pass through solid objects at will. A manifested apparition remains partially on the Ethereal Plane, where is it not incorporeal. A manifested apparition can be attacked by opponents on either the Material Plane or the Ethereal Plane. The apparition's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
An apparition has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Turn Resistance (Ex): An apparition may make a Will save vs any successful attempt to turn it. The save DC is equal to the cleric's turning check. If the save is successful, not only is the apparition unaffected but the turn is reflected back at the cleric, who must make a will save vs DC20 (Cha based) or be paralysed with fear for 2d6 rounds.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.