One Eye Phantom

Level 6
Creature· etherealRareMediumRemaster
AC
24
HP
70
Speed
0 ft.
Perception
+13
Fort
+11
Ref
+18
Will
+14
Immunities bleed, disease, paralyzed, poison, precision
Resistances all-damage 5
Languages common, orcish
Senses darkvision
Skills intimidation +14
Other Speeds fly 25 ft.
Recall Knowledge DC 27 (occultism)

Attacks

Melee Phantom Greatclub +17 (backswing, finesse, magical, shove), Damage 2d8+9 bludgeoning
Melee Phantom Fist +17 (agile, finesse, magical, shove), Damage 2d6+8 bludgeoning
Melee Phantom Javelin +17 (magical, thrown 30 ft.), Damage 2d8+8 piercing

Abilities

Walk the Ethereal Line◆◆interaction

The One Eye phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously. They can shift back to solely on the Ethereal Plane by using this ability again.

Atonement for the Damned

PCs might try to calm the phantoms instead of destroying them. At the GM's discretion, the PCs may attempt skill checks to talk down the spirits. On a success, the phantom's AC lowers by 2 as they become more willing to move on from their shame and dishonor, and they might even waver in attacking the PCs. Spells or rituals like Atone that require penitent creatures have no effect on these phantoms.

Ectoplasmic Bleed

If a creature hits the phantom with a melee Strike, the creature is splashed with ectoplasm, taking (2d4+7)[spirit] damage (DC 21 reflex save). On a failure, the creature is also Slowed 1.

Susceptible to Death

Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like Execute) is immediately whisked away to the River of Souls, where their soul resumes the usual path to afterlife.

Phantom Touch

Each time they make a Strike, the One Eye phantom can choose to deal spirit damage instead of the normal physical damage type.

Skullcracker◆◆

The One Eye phantom grabs the head of a creature as a jagged, spectral stone seeped with blood manifests before it. The One Eye phantom smashes the head of the creature against the stone with supernatural force, dealing (2d12+7)[spirit] damage with a DC 19 will save.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature hallucinates that their skull has been fractured. They take full damage and are Stupefied 2.

Critical Failure As f

When the One Eye Hold betrayed Diskah Night Watcher, the dying shaman's anguish rippled out and bound the spirits of the traitors to the Ethereal Plane.