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Phasma

A floating semi-transparent humanoid dressed in grayish robes slowly moves toward you. Its face is either nonexistent or concealed behind a translucent gray mask. A faint pulsating white light surrounds its form.

Phasma CR 12

XP 19,200
CE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +23

DEFENSE

AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
hp 123 (13d8+65)
Fort +9, Ref +11, Will +13
Defensive Abilities channel resistance +4, incorporeal;
Immune undead traits

OFFENSE

Speed fly 40 ft. (perfect)
Melee incorporeal touch +14 (1d6 plus 1d6 Wisdom drain)
Special Attacks phantasmagoria, Wisdom drain
Spell-like Abilities (CL 13th):

At willdetect good
1/dayblasphemy (DC 22), unholy aura (DC 22)
3/daydispel magic, protection from evil, quickened protection from good

STATISTICS

Str –, Dex 20, Con –, Int 15, Wis 17, Cha 20
Base Atk +9; CMB +14; CMD 29
Feats Alertness, Combat Casting, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (protection from good)
Skills Bluff +21, Fly +13, Intimidate +21, Knowledge (any one) +15, Perception +23, Sense Motive +23, Spellcraft +18
Languages Common

SPECIAL ABILITIES

Phantasmagoria (Su)

Twice per day, a phasma can create a phantasmal image of the most fearsome creature imaginable to each subject within 30 feet. This effect is identical to a phantasmal killer spell (caster level 13th) except it affects all creatures within 30 feet rather than just a single target and deals 6d6 points of damage (rather than 3d6 like the spell) on a successful Fortitude save. The Will save has a DC of 21 and the Fortitude save has a DC of 21. A creature that succeeds on its Will save is immune to the phantasmagoria attack of that phasma for 24 hours. The save DCs are Charisma-based.

Wisdom Drain (Su)

A phasma feeds on the mental strength of its enemies. Its incorporeal touch deals 1d6 points of Wisdom drain each time one of its attacks hits. On each successful attack, a phasma gains 5 temporary hit points.

ECOLOGY

Environment any
Organization solitary
Treasure standard

A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. Phasmas are extremely evil and highly aggressive with a hatred for living creatures (especially arcane spellcasters) that knows no bounds. A phasma is usually found haunting an area within 500 feet of where it was slain when it was alive. It is not bound to this area and may travel or move wherever it pleases, though for some reason, a phasma rarely leaves the area where it died.

A phasma feeds on the mental strength of living creatures. By sapping a foe’s mental strength it weakens its mind, thereby opening it up to the true power of the phasma, the ability to kill an opponent the same way it died – by a phantasmal killer effect. Creatures slain are left where they fall: the phasma has no use for the opponent anymore.

A phasma appears as a 6-foot tall incorporeal humanoid dressed in gray robes. A translucent and pale white light surrounds its entire body.

A phasma speaks the same languages it did in life and Common (though it rarely engages in communication with living creatures, other than perhaps to hurl insults and curses at its opponents).

A phasma engages any living foe it encounters. It begins melee using its incorporeal touch in order to feed on an opponent’s mental strength, often focusing its incorporeal touch on a different opponent each round. Once it feels it has weakened the will of its foes enough, it uses its phantasmagoria ability to try and kill its foes immediately.

Section 15: Copyright Notice

Phasma from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.