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Phantom; Vision

by Jamie Baty

RC 199
Medium Undead (Incorporeal)
Hit Dice: 12d12 (78 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armour Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: 2-8 Long sword +12 melee (1d8)
Full Attack: 2-8 Long sword +12/+7 melee (1d8)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Fear aura, mournful howling
Special Qualities: Darkvision 60ft., manifestation, turn resistance, undead traits
Saves: Fort +4, Ref +9, Will +12
Abilities: Str -, Dex 21, Con -, Int 9, Wis 15, Cha 20
Skills: Concentration +9, Intimidate +14, Listen +11, Spot +10, Tumble +12
Feats: Improved Critical (Long sword), Improved Initiative, Iron Will, Weapon Finesse, Weapon Focus (Long sword)
Environment: Any land
Organisation: Solitary
Challenge Rating: 11 or 12
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Medium); 25-36 HD (Large)
Level Adjustment: -

Eight human fighters mull in the glen ahead. They are transparent, and seem to stay confined to the glen. When they spot you, a wail assaults your senses...

Quite different from other phantoms, a vision always inhabits a specific area of no greater than 500 square feet. The vision is of 2d4 humanoids, rather than a single one, and most have weapons and armour of various types. A vision often looks like the remains of a fierce battle with no survivors. The vision is actually a collection of lost souls.

Combat
A vision will always start combat by using its mournful howl to disable as many foes as possible. The 2d4 humanoid souls of the vision then attack, attacking as many different opponents as possible. Each humanoid attacks as a 12 HD creature with a longsword (or other weapons as the DM sees fit). Although each humanoid in the vision attacks as a separate creature, they are all one undead creature and all damage inflicted on individual members of the vision is counted against the total hit points of the vision. All spell effects target all the humanoids of the vision, not just an individual.

Fear Aura (Su): Any creature that comes within sight of the vision (120ft radius) must make a will save vs DC 21 (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.

Mournful Howling (Su): All within 90' hearing the mournful howling must make a Will save vs. DC 21 (Cha based). All those failing the saving throw are filled with sorrow and sympathy for the souls in the vision; they will believe all action is hopeless, and sit down and cry for the lost souls for 11-20 rounds (ld10 + 10). Those within range must continue to make one saving throw each round. The mournful howling lasts for 3 rounds.

Manifestation (Su): A vision dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a vision manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested vision can pass through solid objects at will. A manifested vision remains partially on the Ethereal Plane, where is it not incorporeal. A manifested vision can be attacked by opponents on either the Material Plane or the Ethereal Plane. The vision'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).
A vision 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): A vision 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 vision unaffected but the turn is reflected back at the cleric, who must make a will save vs DC21 (Cha based) or be paralysed with fear for 2d6 rounds. If a vision is successfully turned, it disappears for ld6 hours before returning; it cannot move away from the given location.

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.