Phantom (3.5e Template)

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Author: Grog_toad (talk)
Date Created: 3/2/2019
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Editing: Clarity edits only please
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Phantom[edit]

Phantoms are the spiritual echoes of the dead, mindless spirits that obey the orders of their evil masters.

The appearance of a phantom is often hard to describe, mostly due to the fact that their appearance is dull, muted, and relatively indistinct. Recognizing who a phantom was requires a DC 15 Intelligence or Wisdom check, to which they receive bonuses as if recognizing an impostor using the Disguise skill. Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.

Creating a Phantom[edit]

“Phantom” is an acquired template that can be added to any corporeal creature (other than an undead) that has a soul (referred to hereafter as the base creature) by casting animate dead on the corpse by a caster with certain Necromantic Creation feats.

Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a phantom by the animate dead spell.

Armor Class: A phantom lose it natural armor bonus to AC, however it gain it Charisma bonus as a deflection bonus to AC.

Special Attacks: A phantom retains none of the base creature’s special attacks. but gains the following:

  • Chilling Touch (Su): A phantom has an incorporeal touch attack that deals 1d6 negative energy damage, and forces the target to make a Fortitude save at the end of the round or take 1 point of Strength damage for each successful hit of the phantom's Chilling Touch it was hit with.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds.


Special Qualities: A phantom loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A phantom gains the following special qualities.

  • Incorporeal Nature (Ex): A phantom possess the Partial Incorporeality special quality. However it is not subject to gravity as much and thus gain an Hover speed equal to half it land speed and is naturally immune to falling damage. Finally mundane attacks have a 50% miss chance when made against a phantom. A phantom is treated as having the SRD:Incorporeal subtype for effects that work differently on or for those with the subtype.
  • Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
  • Unseen (Sp): A phantom has the ability to use invisiblity as the spell as a move action.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A phantom’s Charisma increases by +2, and it has no Consitution or Intelligence score.

Skills: A phantom has no skills.

Feats: A phantom loses all feats of the base creature.

Environment: Any, usually same as base creature.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice Challenge Rating
3 or less 3
4–5 4
6–7 5
8–9 6
10–11 7
12–14 8
15–17 9
18–20 10

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature (or — if the base creature advances by character class).

Level Adjustment: —.



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AuthorGrog_toad +
Challenge RatingVaries +
Identifier3.5e Template +
RatingUndiscussed +
SummaryPhantoms are the spiritual echoes of the dead, mindless spirits that obey the orders of their evil masters. +
TitlePhantom +
TypeUndead +