Phantom

phantom.pngArmor Class: 3
Hit Dice: 4**
Move: 120’ (40’)
Flying: 240’ (80’)
Fighting Capability: +5
Saving Throw: 8
Damage: 2d6 energy drain
Dungeon Encounter: 1d4
Wilderness Encounter: 1d6
Morale: 11
Alignment: Chaotic
XP Value: 360

Phantoms are malevolent ghosts whose bodies are composed entirely of wispy, clammy ectoplasm. Anything inanimate they touch gets covered in a cold, slimy layer of ectoplasmic residue. Anything living gets its life-force drained away: much like a geist, any living creature that a phantom hits in combat loses hit points from both its current and maximum hp totals—2d6 per hit. Anyone whose maximum hp are drained down to 0 or less by a phantom dies immediately and will become a phantom themselves (under the control of their slayer) one or two nights later.

Phantoms, as incorporeal undead, are immune to charm, sleep, and hold, but totally vulnerable to bind spirits. Like all undead, they are +2 to save against cold-based attacks, but −2 to save against fire. Phantoms can only be harmed by weapons of silver, elfsteel, orichalcum, or adamantite; but silver weapons cause only half damage.

Phantom

The Shade Isle Campaign jhiggins327 jhiggins327