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Vault Bat

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Elite | Normal | Weak
Proficiency without Level

Vault BatCreature 8

Rare Medium Ethereal Incorporeal Phantom Spirit 
Source The Vault pg. 199
Recall Knowledge DC 29 (includes +5 from Rare) • Ethereal (Occultism), Spirit (Occultism)
Variant phantom beast
Perception +10; darkvision
Languages Aklo; telepathy 100 feet
Skills Intimidation +10, Occultism +6, Thievery +10
Str -5, Dex +6, Con +1, Int +0, Wis +4, Cha +6
Bound to Bastardhall Unlike the typical phantom, these phantoms exist fully in the Ethereal Plane and can’t shift back and forth between this plane and the Universe.
AC 18; Fort +5, Ref +10, Will +8; –1 status penalty to all saves vs. death effects
HP 120; Immunities bleed, disease, paralyzed, poison, precision; Resistances all damage 8 (except force, ghost touch, or spirit
double resistance vs. non-magical)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 the afterlife.
Speed fly 35 feet
Melee [one-action] phantom fangs +10 [+6/+2] (agile, finesse, magical), Damage 2d8+8 piercingOccult Innate Spells DC 20, attack +12; 4th blood vendetta, phantom pain, spiritual armament; Cantrips (4th) daze, telekinetic projectile
Grab Item [one-action] The phantom beast attempts to Steal one item of up to 1 Bulk from a creature, even if the creature is in combat, though the object still must not be one that is actively in use. If they succeed, they carry the object along with them telekinetically.Phantom Touch Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type.Unnerving Shriek [two-actions] (auditory, emotion, fear, mental, move, occult) The vault bat swoops downward, Flying once and shrieking with a soul-chilling cry as they do so. This movement doesn't trigger reactions. Any adjacent creature the vault bat passes during its Fly must attempt a DC 20 Will save or become frightened 1 (or frightened 3 on a critical failure).

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