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Ferret's 3.5 creature repository (3rd edition revision complete)
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<blockquote data-quote="Ferret" data-source="post: 1330531" data-attributes="member: 4052"><p>Why not? </p><p></p><p>Today I've revamped Phantasms; fear incarnate. Again I've don odd things with them, but they aren't undead as they haven't died yet but it's close so I gave them some of it's abilities</p><p></p><p>Phantasm</p><p>Medium Aberration (Shapechanger, Incorporeal)</p><p>Hit Dice: 6d8 (5 hp)</p><p>Initiative: +4</p><p>Speed: 60ft Fly (perfect)</p><p>AC: 22 (+4 dex, +8 Deflection)</p><p>Base Attack/Grapple:+4/-</p><p>Attack: Incorporeal Touch +8 touch (1d6 wisdom)</p><p>Full attack: Incorporeal Touch +8 touch (1d6 wisdom)</p><p>Face/Reach: 5 ft./5 ft.</p><p>Special Attacks: Wisdom drain, Dread mind, Dread visage</p><p>Special Qualities: Undead traits, Incorporeal, Turn resistance+4, Alternate form, Frightful presence.</p><p>Saves: Fort +3, Ref +7, Will +5</p><p>Abilities: Str --, Dex 18, Con --, Int 15, Wis 15, Cha 26</p><p>Skills: Listen +8, Intimidate +15*, Hide +13, Inuit Direction +5, Disguise +11*</p><p>Feats: Improved critical, Dodge, Mobility, Weapon finesse (b)</p><p>Climate/Terrain: Any Marsh, Underground, Urban</p><p>Organization: Solitary</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Usually Neutral</p><p>Advancement: 4HD-9HD (Medium-size)</p><p></p><p>Imagine soul-tearing fear incarnate, now fold that image a hundred times into a focused point of utter darkness; you’re close to what Phantasms are.</p><p></p><p>Some say they come from the negative plane, others say they are the very seepage of essence form the plane of fear yet even the most well educated scholars are wrong they are all wrong. Xcier a Githyanki, a disgruntled illusionist, wishing for his illusions to be more real began many arcane and forbidden experiments with his spell, he succeeded many times, but unfortunately never learned to control the more powerful magics such as phantasmal killer or weird. Not only did he fail but they became twisted over time by emotions, pulling on the fear surrounding them, creating an apparition of boiling smoke. He was found, bleeding to death scratching himself.</p><p></p><p>Combat</p><p>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.</p><p></p><p>Even though they are not undead they still receive: Immunity to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. They are not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage, and are able to be turned turn.</p><p></p><p>Wisdom drain (Ex): Any successful touch attack corrupts sanity, taking away 1d6 wisdom, anyone with naught wisdom goes into a nightmare filled coma, and after 1d4-1 days they rise as an Alip, and these Alips have a negative attitude towards the Phantasm. Even when they are not twisted into Alips, the victim is still scarred, when they sleep they are haunted by hellish nightmares.</p><p></p><p>Dread mind (Ex): Anyone probing the psyche of a Phantasm by means of mind-control or telepathy (A favoured tactic for Phantasms who have acquired telepathy is to inflict others with madness) are subject to 2d4 wisdom drain, and are shaken.</p><p></p><p>Dread Visage (Sp): Layering themselves with controlled fear, the Phantasms conjure up the spell <em> Phantasm </em>, after which they are named, as though caste by a sorcerer of their hit dice, a phantasm of 9 HD can cast the spell <em>Weird</em> as well once per, as an at will ability.</p><p></p><p>Frightful presence (Ex):The mere presence of a phantasm can scare even the most experienced adventurers. All creatures with less HD then it within 20ft that cannot make a (cha based) will save DC 21, are panicked; all other creatures are shaken (even those that succeed).</p><p></p><p>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, it cannot fly but has a move speed of 50ft. They gain a +8 to Intimidate whilst in this form, but loose the Wisdom drain power.</p><p></p><p>Skills: *+4 to Intimidate.</p></blockquote><p></p>
[QUOTE="Ferret, post: 1330531, member: 4052"] Why not? Today I've revamped Phantasms; fear incarnate. Again I've don odd things with them, but they aren't undead as they haven't died yet but it's close so I gave them some of it's abilities Phantasm Medium Aberration (Shapechanger, Incorporeal) Hit Dice: 6d8 (5 hp) Initiative: +4 Speed: 60ft Fly (perfect) AC: 22 (+4 dex, +8 Deflection) Base Attack/Grapple:+4/- Attack: Incorporeal Touch +8 touch (1d6 wisdom) Full attack: Incorporeal Touch +8 touch (1d6 wisdom) Face/Reach: 5 ft./5 ft. Special Attacks: Wisdom drain, Dread mind, Dread visage Special Qualities: Undead traits, Incorporeal, Turn resistance+4, Alternate form, Frightful presence. Saves: Fort +3, Ref +7, Will +5 Abilities: Str --, Dex 18, Con --, Int 15, Wis 15, Cha 26 Skills: Listen +8, Intimidate +15*, Hide +13, Inuit Direction +5, Disguise +11* Feats: Improved critical, Dodge, Mobility, Weapon finesse (b) Climate/Terrain: Any Marsh, Underground, Urban Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually Neutral Advancement: 4HD-9HD (Medium-size) Imagine soul-tearing fear incarnate, now fold that image a hundred times into a focused point of utter darkness; you’re close to what Phantasms are. Some say they come from the negative plane, others say they are the very seepage of essence form the plane of fear yet even the most well educated scholars are wrong they are all wrong. Xcier a Githyanki, a disgruntled illusionist, wishing for his illusions to be more real began many arcane and forbidden experiments with his spell, he succeeded many times, but unfortunately never learned to control the more powerful magics such as phantasmal killer or weird. Not only did he fail but they became twisted over time by emotions, pulling on the fear surrounding them, creating an apparition 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. Even though they are not undead they still receive: Immunity to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. They are not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage, and are able to be turned turn. Wisdom drain (Ex): Any successful touch attack corrupts sanity, taking away 1d6 wisdom, anyone with naught wisdom goes into a nightmare filled coma, and after 1d4-1 days they rise as an Alip, and these Alips have a negative attitude towards the Phantasm. Even when they are not twisted into Alips, the victim is still scarred, when they sleep they are haunted by hellish nightmares. Dread mind (Ex): Anyone probing the psyche of a Phantasm by means of mind-control or telepathy (A favoured tactic for Phantasms who have acquired 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 Phantasms conjure up the spell [i] Phantasm [/i], after which they are named, as though caste by a sorcerer of their hit dice, a phantasm of 9 HD can cast the spell [i]Weird[/i] as well once per, as an at will ability. Frightful presence (Ex):The mere presence of a phantasm can scare even the most experienced adventurers. All creatures with less HD then it within 20ft that cannot make a (cha based) will save DC 21, are panicked; all other creatures are shaken (even those that succeed). 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, it cannot fly but has a move speed of 50ft. They gain a +8 to Intimidate whilst in this form, but loose the Wisdom drain power. Skills: *+4 to Intimidate. [/QUOTE]
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