Phantasmagoric Creature

A phantasmagoric creature is the result of dreams made flesh. As with any dream, a phantasmagoric creature can break the normal laws of reality — often possessing a physically impossible appearance or behavior. A phantasmagoric creature is only partially real, somewhat like a creature summoned with a shadow conjuration spell. An opponent that interacts with a phantasmagoric creature gains a Will disbelief saving throw. If successful, the phantasmagoric creature becomes a bit less real — for that opponent.

CREATING A PHANTASMAGORIC CREATURE

Phantasmagoric is an inherited template that can be added to any corporeal creature. A phantasmagoric creature uses all of the base creature’s statistics and special abilities except as noted here.

Type: A phantasmagoric creature gains the quasi-real subtype.

Speed: A phantasmagoric creature gains fly (perfect) with a speed equal to the fastest speed of the base creature.

Armor Class: A phantasmagoric creature may eschew the physical components of its armor class (armor, shield, and natural armor). If it does so, it gains a deflection bonus equal to its Charisma bonus, or +1, whichever is better.

Attacks and damage: As the base creature, except that attacks based on physical force become quasi-real attacks.

Special Attacks: A phantasmagoric creature gains terror and warp reality. It also retains all the special attacks of the base creature, except that special attacks and offensive spells based on physical force become quasi-real attacks.

Quasi-real Attacks (Su): A quasi-real attack, special attack, or offensive spell ignores physical defenses (armor, shield, and natural armor), but is subject to a special 20% miss (or malfunction) chance when used against a disbelieving opponent (see quasi-reality). Effects that could be delivered by an incorporeal creature (such as gaze or touch attacks) remain fully real, and are not subject to the miss (or malfunction) chance.

Terror (Su) [Fear, Mind-Affecting]: Once per day as a standard action, a phantasmagoric creature may make a touch attack that causes a believing opponent to make a Fortitude save (DC 10 + half HD + Charisma modifier) or die from fear. On a successful save, the opponent takes 3d6 damage.

Warp Reality (Su): Once every 1d4 rounds, a phantasmagoric creature may re-roll any single die roll it just made, or force an opponent to do the same. A re-roll may be applied to a miss (or malfunction) chance involving a quasi-real attack. This ability is not an action, and may be used reflexively, on the opponent’s turn.

Special Qualities: As the base creature, plus darkvision 60 ft., low light vision, evasion, DR 10/disbelief, quasi-reality, and dream logic.

Quasi-reality (Su): When an opponent first interacts with (or carefully studies) a phantasmagoric creature, it gains a Will disbelief saving throw (DC 10 + half HD + Charisma modifier). If successful, the opponent gains immunity to the phantasmagoric creature’s terror ability, overcomes the phantasmagoric creature’s DR 10/disbelief, and applies a special 20% miss (or malfunction) chance to the phantasmagoric creature’s quasi-real attacks. The miss (or malfunction) chance is not normally modified by effects that modify other miss chances (such as blind-fight or true seeing) — only by effects that specifically say they modify quasi-real attacks.

Dream Logic (Su): Phantasmagoric creatures often break the normal logic and continuity of the game. For instance, a phantasmagoric horse might have three heads, but only when viewed from a particular direction. A phantasmagoric paladin might be capable of performing evil acts without violating the paladin’s code. Such oddities help set a disturbing tone, but usually don’t significantly increase the power of the phantasmagoric creature — in exceptional cases, adjust the phantasmagoric creature’s challenge rating as appropriate.

Abilities: As the base creature, but with a +4 bonus to Dexterity and Charisma.

Skills: As the base creature, but with a +4 insight bonus on two chosen skills.

Alignment: Any, regardless of the base creature.

Challenge Rating: Same as the base creature +2.