Phasma
A floating semi-transparent humanoid dressed in grayish robes slowly moves toward you. Its face is either nonexistent or concealed behind a translucent gray mask. A faint pulsating white light surrounds its form.
A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. They are extremely evil and highly aggressive with a hatred for living creatures (especially arcane spellcasters) that knows no bounds. This undead creature is usually found haunting an area within 500 feet of where it was slain when it was alive. It is not bound to this area and may travel or move wherever it pleases, though for some reason, it rarely leaves the area where it died.
It feeds on the mental strength of living creatures. By sapping a foe’s mental strength it weakens its mind, thereby opening it up to the true power of the creature, the ability to kill an opponent the same way it died – by a phantasmal killer effect. Creatures slain are left where they fall: the creature has no use for the opponent anymore.
A creature appears as a 6-foot tall incorporeal humanoid dressed in gray robes. A translucent and pale white light surrounds its entire body.
A creature speaks the same languages it did in life and Common (though it rarely engages in communication with living creatures, other than perhaps to hurl insults and curses at its opponents).
A creature engages any living foe it encounters. It begins melee using its incorporeal touch in order to feed on an opponent’s mental strength, often focusing its incorporeal touch on a different opponent each round. Once it feels it has weakened the will of its foes enough, it uses its phantasmagoria ability to try and kill its foes immediately.
Phasma
Medium undead, chaotic evil
Armor Class 15
Hit Points 117 (18d8 + 36)
Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 20 (+5) | 15 (+2) | 15 (+2) | 17 (+3) | 20 (+5) |
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 15 (13,000 XP)
Special Traits
- Innate Spellcasting. The creatue’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect evil and good
- 3/day each: dispel magic, protection from evil and good
- 1/day each: banishment, (un)holy aura
- Flyby. It doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
- Incorporeal Movement. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Sunlight Sensitivity. While in sunlight, it has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Multiattack. It makes two phantom touch attacks.
- Phantom Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 41 (8d8 + 5) necrotic damage, and the target’s Wisdom score is lowered by 1d6 and the undead creature gains 5 temporary hit points. The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a long rest. In addition, the target must make a DC 18 Wisdom saving throw. On a failure, the target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
- Phantasmagoria (Recharge 6). It taps into the nightmares of each creature it can see that is within 30 feet of it, creating an illusory manifestation of each target’s deepest fears, visible only to that creature. Each creature must make a DC 18 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw is immune to the it’s Phantasmagoria for the next 24 hours.
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |
2-6 | The creature doesn’t move or take actions this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. |
Section 15: Copyright Notice
Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb
Phasma CR 12
XP 19,200
CE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
hp 123 (13d8+65)
Fort +9, Ref +11, Will +13
Defensive Abilities channel resistance +4, incorporeal;
Immune undead traits
OFFENSE
Speed fly 40 ft. (perfect)
Melee incorporeal touch +14 (1d6 plus 1d6 Wisdom drain)
Special Attacks phantasmagoria, Wisdom drain
Spell-like Abilities (CL 13th):
At will—detect good
1/day—blasphemy (DC 22), unholy aura (DC 22)
3/day—dispel magic, protection from evil, quickened protection from good
STATISTICS
Str –, Dex 20, Con –, Int 15, Wis 17, Cha 20
Base Atk +9; CMB +14; CMD 29
Feats Alertness, Combat Casting, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (protection from good)
Skills Bluff +21, Fly +13, Intimidate +21, Knowledge (any one) +15, Perception +23, Sense Motive +23, Spellcraft +18
Languages Common
SPECIAL ABILITIES
Phantasmagoria (Su)
Twice per day, the creature can create a phantasmal image of the most fearsome creature imaginable to each subject within 30 feet. This effect is identical to a phantasmal killer spell (caster level 13th) except it affects all creatures within 30 feet rather than just a single target and deals 6d6 points of damage (rather than 3d6 like the spell) on a successful Fortitude save. The Will save has a DC of 21 and the Fortitude save has a DC of 21. A creature that succeeds on its Will save is immune to the phantasmagoria attack of that creature for 24 hours. The save DCs are Charisma-based.
Wisdom Drain (Su)
This undead creature feeds on the mental strength of its enemies. Its incorporeal touch deals 1d6 points of Wisdom drain each time one of its attacks hits. On each successful attack, a phasma gains 5 temporary hit points.
ECOLOGY
Environment any
Organization solitary
Treasure standard
Section 15: Copyright Notice
Phasma from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.