Necro-Phantom

This creature appears to be a rotting corpse dressed in dirty and torn clothing. Its hair is unkempt, its nails long and filthy. Its eyes show no semblance of life but glow with an eerie pale green light.
 

Necro-Phantom (CR 3)

Medium Undead
Alignment: Chaotic Evil
Initiative: +1
Senses: Darkvision 60 feet, sense necromancy 60 feet; Perception +11
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
Hit Points: 26 (4d8+8)
Saving Throws: Fort +3, Ref +2, Will +5
Channel Resistance +2, resist the grave
Damage Reduction: 5/magic
Immunity: undead traits
 

Offense

Melee: 2 claws +7 (1d6+3 plus 1d4 Con damage), bite +6 (1d6+3)
Reach: 5 feet
  Special Attacks: grave touch
 

Statistics

StrDexConIntWisCha
16 (+3) 13 (+1) - 10 (+0) 12 (+1) 14 (+2)
Base Attack Bonus: +3
CMB +6
CMD 17
  Feats: Skill Focus (Perception), Weapon Focus (claw)
  Skills: Climb +8, Intimidate +9, Perception +11, Spellcraft +5, Stealth +8
  Languages: Common
 

Special Abilities

Grave Touch (Su)

The claws of a necro-phantom deal 1d4 points of Constitution damage (DC 14 Will save negates). A successful critical hit causes 1d4 points of Constitution damage and 1 point of Constitution drain (instead of double Constitution damage). With each successful attack, a necro-phantom gains 5 temporary hit points. The save DC is Charisma-based.

Resist the Grave (Ex)

A necro-phantom gains a +4 racial bonus on saving throws against spells and spell-like abilities from the school of Necromancy.

Sense Necromancy (Su)

A necro-phantom can attempt a Spellcraft check to identify a spell being cast within a 60- foot radius (DC 15 + spell level). The necro-phantom gains a +4 racial bonus on its check if the spell is from the school of Necromancy.
 

Ecology

Environment: Any
Organization: solitary or gang (2-5)
Treasure: none

  A creature that dies (either of its own accord or one that is killed) in an area poisoned by necromantic magic sometimes returns to the land of the living as a necro-phantom, an evil undead creature with a hatred for all things living, especially those who dabble in necromancy. Necro-phantoms are found haunting cemeteries, temples, mausoleums, and any other place necromantic magic is or was once prevalent. Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another.
  A necro-phantom appears as a rotting desiccated corpse still dressed in the clothing it wore in life (though it is now tattered and worn). Its nails are filthy and long and its teeth are broken. Each necro-phantom varies in height from 5 feet to almost 7 feet tall and weighs anywhere from 100 pounds to over 200 pounds. Necro-phantoms can speak Common, but seldom bother unless they are cursing a necromancy-wielding opponent.
  Necro-phantoms attack their opponents by raking and slashing with their claws. A necro-phantom engaged in battle with a spellcaster uses its sense magic ability to attempt to identify any spell being cast. If it detects a necromancy spell, it focuses its attention on that spellcaster, ignoring all other opponents until the necromancy-wielding caster flees or is dead. If one necro-phantom out of a group successfully identifies a necromancy spell, it signals to the others of its kind and all move to attack the spellcaster.

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