Monster Dossier

Muse Phantom

Muse Phantom is a fantasy monster entry from source EC2.

Level 5

Traits

uncommoncemediumincorporealspiritundead

Rules & statistics

Monster Profile

Perception

10

Senses

  • Name
    darkvision

Languages

Languages
  • common
  • necril

Skills

Deception
14
Diplomacy
14
Occultism
13
Performance
16
Theater lore
11

Ability Mods

Str
-5
Dex
4
Con
2
Int
0
Wis
3
Cha
5

Defenses

Ac
21
Saving Throws
Fort
9
Ref
13
Will
14
Hp
  • Hp
    50
    Abilities
    • negative healing
Immunities
  • death effects
  • disease
  • paralyzed
  • poison
  • precision
  • unconscious
Resistances
  • Amount
    5
    Name
    all damage
    Note
    except force, ghost touch, or positive; double resistance vs. non-magical

Speed

Fly
25

Attacks

  • Range
    Melee
    Name
    phantom hand
    Attack
    13
    Traits
    • agile
    • finesse
    • magical
    Damage
    2d6+5 negative
    Types
    • negative
  • Range
    Ranged
    Name
    resonating note
    Attack
    15
    Traits
    • magical
    • range
    • sonic
    Damage
    2d4+5 sonic
    Types
    • sonic

Spellcasting

  • Type
    Spontaneous
    Tradition
    occult
    DC
    22
    Attack
    14
    Entry
    0
    Level
    2
    Spells
    • Name
      ghost sound
    • Name
      telekinetic projectile
    1
    Spells
    • Name
      charm
    • Name
      fear
    • Name
      mindlink
    2
    Spells
    • Name
      hideous laughter
    • Name
      invisibility
      Amount
      at will
      Notes
      • self only

Abilities

Top
  • Traits
    • aura
    • emotion
    • mental
    • occult
    Entries
    • 30 feet. The muse phantom inspires a supernatural emotional response—either comedy or drama. Each creature that begins its turn in the aura must attempt a 20 Will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become clumsy|CRB|clumsy 1; if it is emitting a dramatic aura, affected creatures instead become stupefied|CRB|stupefied 1.
    • The muse phantom can change its aura from comedic to dramatic or viceversa, or cease or activate this aura, by spending a single action, which has the concentrate trait. A creature possessed by a muse phantom is immune to this aura.
    Name
    Thespian Aura
Bot
  • Activity
    Number
    3
    Unit
    action
    Traits
    • mental
    • occult
    Requirements
    The muse phantom's thespian aura is active
    Entries
    • The muse ceases its thespian aura and deals 4d8 mental damage to creatures in a 30-foot burst, including the creature it is possessing, if any (22 basic Will save). Creatures that fail their Will saves are fascinated by the muse phantom for 1 minute. The muse phantom can't use Grand Finale again for 1d4 rounds.
    Name
    Grand Finale
  • Activity
    Number
    2
    Unit
    action
    Entries
    • The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (20), except the duration is 1d4 hours, and since the phantom muse doesn't have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in Performance, the DC of this ability is 24.
    Name
    Muse Possession

Background

Lore

No lore provided.