Phantom Armor, Guardian

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

Guardian Phantom Armor CR 2

XP 600
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
hp 13 (3d8)
Fort +1, Ref +2, Will +3
Defensive Abilities channel resistance +2; Immune undead traits

OFFENSE

Speed 30 ft.
Melee mwk longsword +5 (1d8+2/19–20) or 2 slams +4 (1d4+2)

STATISTICS

Str 14, Dex 13, Con —, Int 7, Wis 11, Cha 10
Base Atk +2; CMB +4; CMD 15
Feats Improved Initiative, Power Attack
Skills Perception +6, Stealth +7
Languages Common (can’t speak)
SQ freeze (suit of armor)

ECOLOGY

Environment any
Organization solitary or pair
Treasure none

Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers, phantom armors appear as suits of damaged but animate armor that move with deadly purpose and lethal precision.

Creating Phantom Armors

Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor’s creation. A magic-user must be at least caster level 12th to create a guardian phantom armor and at least caster level 15th to create a giant phantom armor.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

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