Archives of Nethys

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Phantom Armor

Source Pathfinder #47: Ashes at Dawn pg. 84
Raised from the corpses of knights and soldiers slain by treachery rather than battle or conflicts considered crimes even in the heat of war, phantom armors appear as suits of animate armor, walking or floating of their own accord. Most phantom armors haunt the halls and blasted battlef ields where they were slain, seeking revenge against their murderers or, should that prove impossible, confronting any living creature that might give them the opportunity to do battle once more. Dastardly necromancers have also discovered the process for binding violent spirits to suits of armor, giving rise to eerie servants that combine endless patience with cold brutality.

Phantom armors come in many shapes and sizes; some appear to be nothing more than animate helms while others resemble armored giants.

Creating Phantom Armor

Phantom armors of varying types can be created using the spell create undead, as detailed below. In addition to requiring a corpse for it to be cast upon, the spell requires that body must be wearing a suit of heavy armor. The corpse dissolves into the armor at the conclusion of the spell’s casting.

Caster LevelPhantom Armor Created
11th or lowerHollow helm
12th-13thGuardian phantom armor
14thFloating phantom armor
15thGiant phantom armor
16thPhantom lancer

Creatures in "Phantom Armor" Category

NameCR
Giant Phantom Armor4
Guardian Phantom Armor2
Hollow Helm1
Phantom Lancer6

Phantom Armor, Phantom Lancer

Phantom Lancer CR 6

Source Pathfinder #47: Ashes at Dawn pg. 84
XP 2,400
NE Large undead
Init +6; Senses darkvision 60 ft.; Perception +12

Defense

AC 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, +2 shield, -1 size)
hp 76 (9d8+36)
Fort +7, Ref +5, Will +6
Defensive Abilities channel resistance +4; Immune undead traits

Offense

Speed 40 ft., fly 40 ft. (perfect)
Melee mwk lance +9/+4 (1d8+4/x3)
Ranged longbow +7/+2 (1d8/x3)
Space 10 ft., Reach 10 ft.
Special Attacks trample (1d6+4, DC 17)

Statistics

Str 17, Dex 15, Con —, Int 7, Wis 11, Cha 18
Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
Feats Dodge, Fly-By Attack, Improved Initiative, Power Attack, Mobility
Skills Perception +12, Stealth +10
Languages Common (cannot speak)
SQ armor rider, freeze

Special Abilities

Armor Rider (Su) A phantom lancer is not actually two creatures, but rather a single spirit animating both a suit of humanoid-shaped armor and a ridden creature’s barding. Therefore, it does not need to make the checks normally associated with riding another creature.

Raised from the corpses of knights and soldiers slain by treachery rather than battle or conf licts considered crimes even in the heat of war, phantom armors appear as suits of animate armor, walking or f loating of their own accord. Most phantom armors haunt the halls and blasted battlef ields where they were slain, seeking revenge against their murderers or, should that prove impossible, confronting any living creature that might give them the opportunity to do battle once more. Dastardly necromancers have also discovered the process for binding violent spirits to suits of armor, giving rise to eerie servants that combine endless patience with cold brutality.

Phantom armors come in many shapes and sizes; some appear to be nothing more than animate helms while others resemble armored giants.

Creating Phantom Armor

Phantom armors of varying types can be created using the spell create undead, as detailed below. In addition to requiring a corpse for it to be cast upon, the spell requires that body must be wearing a suit of heavy armor. The corpse dissolves into the armor at the conclusion of the spell’s casting.
Caster LevelPhantom Armor Created
11th or lowerHollow helm
12th-13thGuardian phantom armor
14thFloating phantom armor
15thGiant phantom armor
16thPhantom lancer