Phantom Armor, Hollow Helm

Though at first appearing to be an ordinary suit of armor, this imposing being begins to move, its lumbering movements slow and methodical.

Hollow Helm CR 1

XP 400
NE Tiny undead
Init +5; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
hp 9 (2d8)
Fort +0, Ref +1, Will +3
Defensive Abilities channel resistance +2; Immune undead traits

OFFENSE

Speed 20 ft., fly 30 ft. (perfect)
Melee 1 slam +4 (1d4+1)
Special Attacks skull cage

STATISTICS

Str 12, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +0; CMD 11 (cannot be tripped)
Feats Improved Initiative
Skills Perception +5, Stealth +12
Languages Common (cannot speak)
SQ freeze

SPECIAL ABILITIES

Freeze (Ex)

A hollow helm can hold itself so still it appears to be a normal suit of armor. A hollow helm that uses freeze can take 20 on its Stealth check to hide in plain sight, disguised as normal armor.

Skull Cage (Ex)

A hollow helm sometimes pretends to be normal armor, letting a creature try to wear it before revealing its deadly nature. If the hollow helm makes a successful combat maneuver to grapple an opponent of Medium size or smaller, the grappled creature is also blinded. Creatures that purposefully try to wear a hollow helm are automatically grappled. This blindness lasts until the hollow helm’s grapple is broken. A hollow helm cannot attack a creature it is grappling. If a hollow helm is damaged while it is grappling, the creature it is grappling takes an equal amount of damage.

Section 15: Copyright Notice

Pathfinder 47: Ashes at Dawn.

Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.
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