All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


One Eye Phantom

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.

Recall Knowledge - Ethereal (Occultism): DC 27
Recall Knowledge - Spirit (Occultism): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

One Eye PhantomCreature 6

Rare Medium Ethereal Incorporeal Phantom Spirit 
Source Pathfinder #208: Hoof, Cinder, and Storm pg. 84
Perception +13; darkvision
Languages Common, Orcish
Skills Intimidation +14
Str -5, Dex +5, Con +0, Int +2, Wis +3, Cha +4
Walk the Ethereal Line [two-actions] 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.
AC 24; Fort +11, Ref +18, Will +14
HP 70; Immunities bleed, disease, paralyzed, poison, precision; Resistances all damage 5 (except force, ghost touch, or spirit; double resistance vs. non-magical)
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 basic 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.
Speed fly 25 feet
Melee [one-action] phantom greatclub +17 [+12/+7] (backswing, finesse, magical, shove), Damage 2d8+9 bludgeoningMelee [one-action] phantom fist +17 [+13/+9] (agile, finesse, magical, shove), Damage 2d6+8 bludgeoningRanged [one-action] phantom javelin +17 [+12/+7] (magical, thrown 30 feet), Damage 2d8+8 piercingPhantom Touch (spirit) Each time they make a Strike, the One Eye phantom can choose to deal spirit damage instead of the normal physical damage type.Skullcracker [two-actions] (concentrate, illusion, mental, occult, spirit) 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 failure, but double damage and stunned 1.

Sidebar - Advice and Rules 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.

All Monsters in "Storm Spirits"

NameLevel
Moonstalker7
One Eye Phantom6

Storm Spirits

Source Pathfinder #208: Hoof, Cinder, and Storm pg. 84
The ancestor storms plaguing Belkzen attract many types of dangerous ghosts, phantoms, and spirits, including the two found below.