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Phantasm
Medium Shapechanger (Shadow, Incorporeal)
Hit Dice: 3d8 (5 hp)
Initiative: +4
Speed: 60ft Fly (perfect)
AC: 22 (+4 dex, +8 Deflection)
Attacks: Incorporeal Touch +4
Damage: Incorporeal Touch 1d6 Wisdom
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Wisdom drain, Dread mind, Dread visage
Special Qualities: Undead traits, Incorporeal, Turn resistance+4, Alternate form, Frightful presences.
Saves: Fort +3, Ref +7, Will +5
Abilities: Str --, Dex 18, Con --, Int 15, Wis 15, Cha 26
Skills: Listen +8, Intimidate +18*, Hide +10, Inuit Direction +8, Disguise +8*
Feats: Improved critical, Dodge(B), Mobility, Spring attack
Climate/Terrain: Any Marsh, Underground, Urban
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Usually Neutral
Advancement: 4HD-9HD (Medium-size)
Phantasms are ghost shaped clouds of fear, able to change into fear incarnate, at there whim.
Some say they come from the negative plane, others say they are the very seepage of essence form the plane of fear they are all wrong. Xcier a Githyanki, a disgruntled illusionist, wishing for his illusions to be more real, he succeeded many times, but never got to grips with spells such as phantasmal killer or weird, not only did they fail but they were twisted by emotions pulling on the fear surrounding them, creating the dread visage of boiling smoke. He was found, bleeding to death scratching himself.
Combat
Phantasms always attack alone; if more then one appear at one time they gravitate towards each other. They prefer to use their Dread visage ability.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage, able to be turn.
Incorporeal: 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 armor. Always moves silently.
Wisdom drain (Ex):Any successful touch attack drains the very being, and thus the confidence and sanity, taking away 1d6 wisdom, anyone with naught wisdom goes into a nightmare filled coma, any one reduced to -1 wisdom rises as an Alip, these Alips have a friendly attitude towards the Phantasm.
Dread mind (Ex): Anyone seeing the mind of a Phantasm by means of mind-control or telepathy (A favoured tactic for Phantas with telepathy is to inflict others with madness) are subject to 2d4 wisdom drain, and are shaken.
Dread Visage (Sp): Layering themselves with controlled fear, the Phantas conjure up the spell Phantasm , after which they are named, as though caste by a sorcerer of twice the hit dice, a phanta of 9 HD can cast the spell Weird as well. This is an at will ability.
Alternate form (Su): Much like an Aranea can turn into person, the Phantasm can shift to a monster. In this form it is a large and deals 2d4 damage with humongous claws, and is corporeal. They have a strength of 18, and constitution of 15. They only keep the Alternate form, Frightful presences
Dread mind, Dread visage abilities. They gain a +8 to Intimidate and a +10 to disguise whilst in this form.
Skills: *+4 to Intimidate.
Phantasm
Medium Shapechanger (Shadow, Incorporeal)
Hit Dice: 3d8 (5 hp)
Initiative: +4
Speed: 60ft Fly (perfect)
AC: 22 (+4 dex, +8 Deflection)
Attacks: Incorporeal Touch +4
Damage: Incorporeal Touch 1d6 Wisdom
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Wisdom drain, Dread mind, Dread visage
Special Qualities: Undead traits, Incorporeal, Turn resistance+4, Alternate form, Frightful presences.
Saves: Fort +3, Ref +7, Will +5
Abilities: Str --, Dex 18, Con --, Int 15, Wis 15, Cha 26
Skills: Listen +8, Intimidate +18*, Hide +10, Inuit Direction +8, Disguise +8*
Feats: Improved critical, Dodge(B), Mobility, Spring attack
Climate/Terrain: Any Marsh, Underground, Urban
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Usually Neutral
Advancement: 4HD-9HD (Medium-size)
Phantasms are ghost shaped clouds of fear, able to change into fear incarnate, at there whim.
Some say they come from the negative plane, others say they are the very seepage of essence form the plane of fear they are all wrong. Xcier a Githyanki, a disgruntled illusionist, wishing for his illusions to be more real, he succeeded many times, but never got to grips with spells such as phantasmal killer or weird, not only did they fail but they were twisted by emotions pulling on the fear surrounding them, creating the dread visage of boiling smoke. He was found, bleeding to death scratching himself.
Combat
Phantasms always attack alone; if more then one appear at one time they gravitate towards each other. They prefer to use their Dread visage ability.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage, able to be turn.
Incorporeal: 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 armor. Always moves silently.
Wisdom drain (Ex):Any successful touch attack drains the very being, and thus the confidence and sanity, taking away 1d6 wisdom, anyone with naught wisdom goes into a nightmare filled coma, any one reduced to -1 wisdom rises as an Alip, these Alips have a friendly attitude towards the Phantasm.
Dread mind (Ex): Anyone seeing the mind of a Phantasm by means of mind-control or telepathy (A favoured tactic for Phantas with telepathy is to inflict others with madness) are subject to 2d4 wisdom drain, and are shaken.
Dread Visage (Sp): Layering themselves with controlled fear, the Phantas conjure up the spell Phantasm , after which they are named, as though caste by a sorcerer of twice the hit dice, a phanta of 9 HD can cast the spell Weird as well. This is an at will ability.
Alternate form (Su): Much like an Aranea can turn into person, the Phantasm can shift to a monster. In this form it is a large and deals 2d4 damage with humongous claws, and is corporeal. They have a strength of 18, and constitution of 15. They only keep the Alternate form, Frightful presences
Dread mind, Dread visage abilities. They gain a +8 to Intimidate and a +10 to disguise whilst in this form.
Skills: *+4 to Intimidate.