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The White Phantom
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<blockquote data-quote="the Jester" data-source="post: 332893" data-attributes="member: 1210"><p>White Phantom</p><p>Medium Fey</p><p>Hit Dice: 3d6 (10 hp)</p><p>Initiative: +7 (+3 dex, +4 improved initiative)</p><p>Speed: 10’, fly 50’ (poor)</p><p>AC: 15 (+3 dex, +2 natural)</p><p>Attacks: Touch -2 melee</p><p>Damage: Touch phantasmal weakness</p><p>Face/Reach: 5’x5’/5’</p><p>Special Attacks: Fear, phantasmal weakness</p><p>Special Qualities: Flight, resistances, spell-like abilities </p><p>Saves: Fort +1, Ref +6, Will +3</p><p>Abilities: Str 4, Dex 16, Con 10, Int 10, Wis 10, Cha 14</p><p>Skills: Bluff +8, Intimidate +10, Listen +3, Move Silently +9, Search +6, Spot +3, Wilderness Lore +2</p><p>Feats: Improved Initiative</p><p>Climate/Terrain: Temperate or cool forests</p><p>Organization: Solitary, pair or pack (3-6)</p><p>Challenge Rating: 1</p><p>Treasure: Double standard</p><p>Alignment: Usually chaotic neutral</p><p>Advancement Range: 4-6 HD (medium), 7-9 HD (large)</p><p>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.</p><p>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.</p><p>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.</p><p>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. </p><p>Flight (Su): The white phantom can fly as a supernatural ability. This ability can be suppressed but not dispelled.</p><p>Resistances (Su): The white phantom has cold resistance 10. It receives a +4 bonus on saving throws against mind-affecting spells and abilities.</p><p>Spell-Like Abilities (Sp): White phantoms can use the following spell-like abilities at will: dancing lights, detect magic, invisibility, unseen servant. </p><p></p><p></p><p>How's the CR, anyone? I debated making it a 2...</p></blockquote><p></p>
[QUOTE="the Jester, post: 332893, member: 1210"] 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... [/QUOTE]
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