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Phantasm
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 18”//24”
HIT DICE: 4
% IN LAIR: 5%
TREASURE TYPE: U
NO. OF ATTACKS: 2 hooves
DAMAGE/ATTACK: 1-16
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 75%
lNTELLIGENCE: High
ALIGNMENT: Neutral good
SIZE: M (8’ high at the shoulder)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: IV/150 + 4 per hp
A phantasm appears to be a large, white deer with rainbow-colored wings. It lives on the Ethereal Plane, coming to the Prime Material Plane only once every hundred years or so. A phantasm usually wanders about, observing the many things that go on in the world and collecting various magical items to take back to its lair in the Ethereal Plane, where 1-6 other phantasms await it. Phantasms draw nourishment from the energies of magical devices, though they do not deplete the magical items in so doing. A phantasm might reward those who help it with a gift from its treasure store, but this is a very rare occurrence.
Phantasms never attack any creature first, and they fight only if they cannot escape pursuit. Phantasms continuously use detect magic and read magic spells, and they know how to speak the common tongue. Once per day, each may cast haste upon itself, and once every 111 years, the phantasm may plane shift itself from the Ethereal Plane to the Prime Material Plane. It must shift back to the Ethereal Plane within one year, or the phantasm permanently loses 1 hp per day over a year that it stays, until the creature dies. Some good-aligned persons have befriended phantasms, but such friendships are always brief. A phantasm rarely tells any being where it has its lair, as it fears for the safety of its fellows.
If anyone tries to harm a phantasm but the creature escapes, the phantasm may cast a special curse upon one of its tormentors (usually the one the phantasm dislikes the most). The victim must save vs. spells at -4, or else an antipathy spell with a permanent duration is cast upon him. The spell is designed to repel all humans, demihumans, and humanoids, making the victim stand out easily in a crowd. Other phantasms immediately sense the presence of such a person from one mile away and avoid the person at all costs. Only a wish can remove this curse, and few good-aligned creatures will do so.
The wounds of a phantasm can only be cured by spells cast by a cleric of 9th or greater level, or by magical spells normally used by such characters (heal, restoration, etc.)
Originally appeared in Dungeon Magazine #5 (1987).