Phasm
Aberration · Crown of Deception
T2d6Minor
Ethereal shapeshifters, phasms mimic to infiltrate, draining life force in ghostly embraces.
Tier 2 · Role Minor · Pool Vigor 4 · AC 10 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 16 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 18 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Shapechanger
Can take any Small to Large creature form as a maneuver; in true form it is amorphous and squeezes through 1-inch gaps. A Cunning check against DC 13 sees through the disguise.
Maneuvers
Life Leech
Presses a ghostly limb through flesh. A creature within 5 ft makes a Body save or takes 2 damage and the phasm regains 1 Vigor; on a success the creature takes 1 Vigor damage.
Ethereal Jaunt
Slips into the Ethereal Plane or back. While ethereal it can see and drift through the material world but cannot touch it.
Reactions
Phase Shift
Once per round, when hit by an attack, it turns half-ethereal and takes 1 Vigor damage instead of the hit's damage.
Tactics
GM tactics
Infiltrates in assumed form, gathering information. Uses Life Leech while disguised as a friendly creature. Drops the disguise to frighten, then Ethereal Jaunts away. Returns from the Ethereal Plane for sneak attacks on isolated targets.
Running it
Rules
- One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 2 left, and dies at 0. The pool does not regenerate.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- With 2 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
- At 0 Vigor it is dead: 4 total damage, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.