KING
Phasm

Phasm

Aberration · Crown of Deception

T2d6Minor

Ethereal shapeshifters, phasms mimic to infiltrate, draining life force in ghostly embraces.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind16--
Sense16--
Heart14--
Cunning18--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

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

Maneuver

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.

Maneuver

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

Reaction

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

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • 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.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, 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.