the Jester
Legend
White Phantom
Medium Fey
Hit Dice: 3d6 (10 hp)
Initiative: +7 (+3 dex, +4 improved initiative)
Speed: 10’, fly 50’ (poor)
AC: 15 (+3 dex, +2 natural)
Attacks: Touch -2 melee
Damage: Touch phantasmal weakness
Face/Reach: 5’x5’/5’
Special Attacks: Fear, phantasmal weakness
Special Qualities: Flight, resistances, spell-like abilities
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 4, Dex 16, Con 10, Int 10, Wis 10, Cha 14
Skills: Bluff +8, Intimidate +10, Listen +3, Move Silently +9, Search +6, Spot +3, Wilderness Lore +2
Feats: Improved Initiative
Climate/Terrain: Temperate or cool forests
Organization: Solitary, pair or pack (3-6)
Challenge Rating: 1
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement Range: 4-6 HD (medium), 7-9 HD (large)
Description: A white phantom- the name is a misnomer- looks like the stereotypical “white sheet with eyeholes” ghost, flitting about and moaning. They are actually clever fey who play up the ghostly appearance and have developed “funny” (to them) powers that aid them in making mischief on those who travel through their dark forests.
Combat: When white phantoms encounter intruders, they will typically try to attack from invisibility, seeking to render the victims helpless with their phantasmal weakness ability and then to steal their treasure while they are helpless, fleeing before the creatures can move again. However, when trapped or cornered by aggressive enemies, white phantoms are fundamentally cowards and often try to fly invisibly.
Fear (Su): When a white phantom first becomes visible in front of intruders, each creature that can see it must make a Will save, DC13, or become frightened for 1d6 rounds. Each white phantom can frighten a potential victim only once. This is a mind-affecting fear effect.
Phantasmal Weakness (Su): When the white phantom touches an enemy, it must make a Will save, DC13, or think it suffers 1d6 temporary points of strength damage. This is all in the mind, however, and a break enchantment, remove charm or similar effect will dispel it, as will a successful dispel magic against a 7th level caster level. This effect is a mind-affecting phantasm.
Flight (Su): The white phantom can fly as a supernatural ability. This ability can be suppressed but not dispelled.
Resistances (Su): The white phantom has cold resistance 10. It receives a +4 bonus on saving throws against mind-affecting spells and abilities.
Spell-Like Abilities (Sp): White phantoms can use the following spell-like abilities at will: dancing lights, detect magic, invisibility, unseen servant.
How's the CR, anyone? I debated making it a 2...
Medium Fey
Hit Dice: 3d6 (10 hp)
Initiative: +7 (+3 dex, +4 improved initiative)
Speed: 10’, fly 50’ (poor)
AC: 15 (+3 dex, +2 natural)
Attacks: Touch -2 melee
Damage: Touch phantasmal weakness
Face/Reach: 5’x5’/5’
Special Attacks: Fear, phantasmal weakness
Special Qualities: Flight, resistances, spell-like abilities
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 4, Dex 16, Con 10, Int 10, Wis 10, Cha 14
Skills: Bluff +8, Intimidate +10, Listen +3, Move Silently +9, Search +6, Spot +3, Wilderness Lore +2
Feats: Improved Initiative
Climate/Terrain: Temperate or cool forests
Organization: Solitary, pair or pack (3-6)
Challenge Rating: 1
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement Range: 4-6 HD (medium), 7-9 HD (large)
Description: A white phantom- the name is a misnomer- looks like the stereotypical “white sheet with eyeholes” ghost, flitting about and moaning. They are actually clever fey who play up the ghostly appearance and have developed “funny” (to them) powers that aid them in making mischief on those who travel through their dark forests.
Combat: When white phantoms encounter intruders, they will typically try to attack from invisibility, seeking to render the victims helpless with their phantasmal weakness ability and then to steal their treasure while they are helpless, fleeing before the creatures can move again. However, when trapped or cornered by aggressive enemies, white phantoms are fundamentally cowards and often try to fly invisibly.
Fear (Su): When a white phantom first becomes visible in front of intruders, each creature that can see it must make a Will save, DC13, or become frightened for 1d6 rounds. Each white phantom can frighten a potential victim only once. This is a mind-affecting fear effect.
Phantasmal Weakness (Su): When the white phantom touches an enemy, it must make a Will save, DC13, or think it suffers 1d6 temporary points of strength damage. This is all in the mind, however, and a break enchantment, remove charm or similar effect will dispel it, as will a successful dispel magic against a 7th level caster level. This effect is a mind-affecting phantasm.
Flight (Su): The white phantom can fly as a supernatural ability. This ability can be suppressed but not dispelled.
Resistances (Su): The white phantom has cold resistance 10. It receives a +4 bonus on saving throws against mind-affecting spells and abilities.
Spell-Like Abilities (Sp): White phantoms can use the following spell-like abilities at will: dancing lights, detect magic, invisibility, unseen servant.
How's the CR, anyone? I debated making it a 2...