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Muse PhantomCreature 5


UncommonCEMediumIncorporealSpiritUndead
Source Pathfinder #152: Legacy of the Lost God
Perception +10 (darkvision)
Languages Common, Necril
Skills Deception +14, Diplomacy +14, Occultism +13, Performance +16, Lore +11
Str -5, Dex +4, Con +2, Int +0, Wis +3, Cha +5

AC 21; Fort +9; Reflex +13; Will +14;
HP 50 (negative healing)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Phantom Hand One Action +13 (+9, +5) to hit (agile, finesse, magical) 2d6+5 Negative
Resonating Note One Action +15 (+10, +5) to hit (magical, range 60, sonic) 2d4+5 Sonic

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Thespian Aura (aura, emotion, mental, occult)

30 feet Aura


The muse phantom inspires a supernatural emotional response-either comedy or drama. Each creature that begins its turn in the aura must attempt a DC 20 will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become Clumsy 1; if it is emitting a dramatic aura, affected creatures instead become Stupefied 1.

The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the concentrate trait. A creature possessed by a muse phantom is immune to this aura.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Grand Finale Three Actions (mental, occult)

Requirements The muse phantom's thespian aura is active


Effect The muse ceases its thespian aura and deals 4d8 mental damage to creatures in a 30-foot burst, including the creature it is possessing, if any (DC 22 basic will save). Creatures that fail their Will saves are Fascinated by the muse phantom for 1 minute.

The muse phantom can't use Grand Finale again for 1d4 rounds.

Muse Possession Two Actions

The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the Possession spell (DC 20 will), except the duration is 1d4 hours, and since the phantom muse doesn't have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in Performance, the DC of this ability is DC 24 will.


Occult Spontaneous Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Ghost Sound, Telekinetic Projectile
1st Level (3 slots): Charm, Fear, Mindlink
2nd Level (1 slots): Hideous Laughter, Invisibility (At-Will) (Self Only)


For performers who die before their time and whose love of the theater is stronger than death's grasp, the show does indeed go on. Such actors rise from the grave to become muse phantoms-undead spirits that haunt opera houses or auditoriums and possess the bodies of living actors to continue their art.

A host is often utterly unaware of being possessed by a muse phantom. Like egotistical parasites, muse phantoms assume command of their unwitting thespian shells only during big shows with packed audiences, and even then the host might chalk up their sudden lack of control to the transcendence of performance, not the nefarious influence of some paranormal entity. In time, a performer's mind can become utterly warped by the spirit's domination, twisting artistic temperament and vanity into evil selfishness and tireless obsession.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.