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Phantom KnightCreature 4


UncommonLNMediumEtherealIncorporealPhantomSpirit
Source Pathfinder Bestiary 3
Perception +13 (darkvision)
Languages Common
Skills Intimidation +12
Str -5, Dex +4, Con +0, Int +0, Wis +5, Cha +4

AC 21; Fort +8; Reflex +12; Will +13; -1 status to all saves vs. death effects
HP 45
Speed 0 feet (fly 25 feet)
Immunities disease, paralyzed, poison, precision
Resistances All 3

Phantom Sword One Action +14 (+9, +4) to hit (finesse, force, magical) 1d8+7 Force
Phantom Bow One Action +14 (+9, +4) to hit (deadly d10, force, magical, range increment 120, volley 30) 1d8+5 Force

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.

Walk the Ethereal Line Two Actions

The phantom walks the thin line between the Ethereal and Material Planes in order to exist on both planes simultaneously.

They can shift back to solely the Ethereal Plane by using this ability again.

-1 Status to All Saves vs. Death EffectsSusceptible 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 Finger of Death) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife.


Cavaliers and knights who died for their cause make for particularly strong-willed phantoms. Though their motives vary, these phantoms often seek to continue their lifelong missions even in their purgatorial states, and their strong forces of will make them formidable fighters in spite of their incorporeality. A phantom knight might strive to find living followers of their church or order, or seek out other mortals they knew in life as a way of staying grounded and avoiding the corruption of undeath.


The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul enters the River of Souls and eventually reaches the Boneyard, where it is judged by Pharasma. The judged soul moves onto its appropriate domain of final rest-Heaven, Hell, Abaddon, and so forth-where it becomes a petitioner.

Complications arise, however, when a soul in queue for judgment prematurely departs from the River of Souls and is shunted into the Ethereal Plane. Whether as a result of nefarious interlopers like night hags, malignant planar magic, or even fate, these souls become dislodged from the natural order of life and death and linger in a sort of purgatory. Unlike petitioners, these ethereal phantoms retain memories of their life before death, and unlike spirits such as ghosts, phantoms aren't tinged with the foul influences of undeath-at least, not at first, though the threat of corruption hangs heavy over a phantom's existence. Some eventually succumb to that fate, while others eventually rejoin the River of Souls. Until then, these wandering souls are a kind unto themselves-one without a true home, agenda, or purpose.

Many phantoms have no desire to remain in their strange state of purgatory, either because they seek to continue their journey through the River of Souls or because they fear the corruption of undeath. In order to complete the natural spiritual cycle and become judged so they can continue to the afterlife, a phantom must simply find a way back into the River of Souls. Such a quest is no easy feat, however-the hazy mists of the Ethereal Plane can befuddle even the most experienced traveler, and numerous predators prowl the realm in search of stray souls to bind or devour.


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.