3 minute read
Phantasmal Slayer
Illus. by W. England
Medium Outsider (Evil, Incorporeal, Native) Hit Dice: 16d880 (152 hp) Initiative: 9 Speed: Fly 60 ft. (perfect) Armor Class: 27 (5 Dex, 12 defl ection), touch 27, fl atfooted 22 Base Attack/Grapple: 16/— Attack: Incorporeal touch 22 melee (2d6 and phantasmal facade) Full Attack: 2 incorporeal touches 22 (2d6 and phantasmal facade) Space/Reach: 5 ft./5 ft. Special Attacks: Penetrating wound, phantasmal facade, spell-like abilities Special Qualities: Darkvision 60 ft., immunity to fear effects, incorporeal traits, outsider traits, spell resistance 22, telepathy 100 ft. Saves: Fort 14, Ref 14, Will 14 Abilities: Str —, Dex 21, Con 20, Int 22, Wis 17,
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Cha 26 Skills: Bluff 29, Concentration 24,
Decipher Script 25, Diplomacy 31, Intimidate 34, Knowledge (arcana) 25, Knowledge (history) 25, Knowledge (religion) 25,
Knowledge (the planes) 25, Listen 22, Search 25, Sense Motive 22,
Spellcraft 27, Spot 22 Feats: Improved Initiative, Iron Will,
Persuasive, Quicken Spell-Like
Ability (feeblemind), Skill Focus (Intimidate), Weapon Focus (incorporeal touch) Environment: Any Organization: Solitary or fl ock (2–5) Challenge Rating: 15 Treasure: None Alignment: Always chaotic evil Advancement: 17–32 HD (Medium); 33–48 (Large) Level Adjustment: —
From the darkness manifests the most hideous, most terrifying sight you have ever seen. It exudes evil and menace in palpable waves, and the air around it seems to grow cold. Phantasmal slayers are roughly medium-sized, although they can appear much larger or smaller. Being incorporeal, they have no weight. Phantasmal slayers speak Common, Abyssal, Draconic, Elven, Gnome, and Infernal. They also have the power of telepathy.
COMBAT
The horrors known as phantasmal slayers are literally fear incarnate. They exist only to terrify others—to death, if at all possible. They have no true form, but appear to all observers as their single greatest fear. Even those who disbelieve the phantasmal facade effect, or who view the slayer with true seeing, see a ghostly shadow of their greatest fear. It is believed that the long-forgotten wizard who developed the phantasmal killer spell might have been inspired by these creatures.
Phantasmal slayers exist to spread fear. They prefer to kill by means of their phantasmal facade and might be inclined to let a surviving enemy live if she seems likely to pass her tale of terror on to others. When a phantasmal slayer decides to kill, however, it is a focused, single-minded opponent. Slayers tend to concentrate on spellcasters and paladins above other foes. Penetrating Wound (Ex): The incorporeal touch attack of a phantasmal slayer overcomes all forms of damage reduction, except those that require a specifi c material (adamantine, cold iron, alchemical silver). Phantasmal Facade (Su): Anyone who so much as glances at a phantasmal slayer sees his greatest fear and is affected as if by the spell phantasmal killer. The target can make a DC 26 Will save to disbelieve, if his interaction with the slayer would suggest the object of his fear is unreal. Success renders the subject immune to that particular slayer’s phantasmal facade for 24 hours, but the subject is still dazed for 1 round from shock. If the save fails, the target must make a DC 26 Fortitude save the fi rst time the slayer touches him in combat. Failure causes the subject to die from fright. Even on a success, the target takes 3d6 points of damage. The save DCs is Charisma-based. If the target survives this fi rst touch, he can repeat the Will save to disbelieve on every further touch until he is dead or he disbelieves the facade. Until he succeeds, however, he must continue making Fortitude saves each time the slayer touches him. Spell-Like Abilities: At will—scare (DC 20); 3/day—crushing despair (DC 22), fear (DC 22), ray of exhaustion (21 ranged touch, DC 21); 1/day—feeblemind (DC 23), waves of fatigue. Caster level 16th. The spell DCs are Charisma-based. Incorporeal Traits: A phantasmal slayer is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50 chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force Phantasmal slayer effects, at will. Its attacks ignore natural armor, armor, and shields, but defl ection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Telepathy (Su): A phantasmal slayer can communicate telepathically with any creature within 100 feet that has an Intelligence score.