phantasm
MonsterLand of Eem Bestiary · p.116
Open source p.116Names Audrastica's Guard, Calawere's Warden, The Executioner of Rymbar, The Tower Sentinel
These rare, living illusions are the spectral remnants of magic spells from a bygone age, originally cast by wizards to perform certain tasks. But due to strong, lasting magic or some mishap, phantasms linger in the world, often without any memory of their makers, or semblance of their history. Phantasms reside in ancient ruins and remote places, guarding secrets and royal treasures. Though, after so many years, some phantasms have gone rogue, wandering the world as magic creatures. They take countless forms, but often appear as intimidating warriors who retain some personality of their ancient creators.
Names: Audrastica's Guard, Calawere's Warden, The Executioner of Rymbar, The Tower Sentinel
abilities
Illusory Doppelganger
Phantasms may make themselves look like an exact copy of any humanoid until they are Hit. Non-Magic weapons inflict half Dread against phantasms.
Illusion
Once every round, may create an utterly convincing illusion of anything up to Huge size. If the illusion causes Dread, or a PC has reason to be skeptical, they make a Mettle Check to discern the trick.
vulnerabilities
Magic weapons and spells inflict double Dread against phantasms.
social
Phantasms are living magic remnants who are often mercurial and chaotic as a result of time and faded magic. Their primary goal is to fulfill their original purpose unless they have become fully autonomous. Roll or choose a phantasm's purpose:
- 1–2. Stalwart Guardian. Defend a location or item.
- 3. Vengeance. Exact revenge upon a target that may or may not be alive.
- 4. Prisoner of Magic. Linger without purpose.
- 5. Loyal Servant. Prepare for the arrival of a master that will never return.
- 6. Rogue Phantasm. A new being, entirely independent of its creator.
combat
Phantasms are tricksters that create illusions to dazzle, dupe, and terrify their enemies, such as falling rocks, or a flanking dragon. Phantasms watch and mimic, impersonating people to put their foes into compromising positions. If necessary they strike with bolts of pure, ancient magic.
defeat
Phantasms are desperate to cling to this world (unless they linger without a purpose). As such, they bargain and plead. If a phantasm is destroyed by a non-Magic weapon, they explode inflicting Dread to everyone in Close range.
victory
Phantasms attempt to fulfill their original purpose at whatever cost. They might coerce others into helping them achieve their goals, or kill those who interfere.