Dread Phantom Armor Creature (CR +2)

Dread Phantom Armor arises only from the corpse of a trusted ally who murders his comrades in a sudden betrayal; the armor also must have been a gift from his former allies. Dread phantom armors appear as suits of animate armor, walking or floating of their own accord. Most dread phantom armors seek to fool, betray, or slaughter those foolish enough to don them or trust them, oftentimes disguising themselves as intelligent magical armor.

Creating a Dread Phantom Armor Creature

“Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case. A dread phantom armor creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Alignment: Any Evil.

Size and Type: The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate HD, base attack bonuses, saves, or skill points. Size is unchanged.

AC: The subject’s armor bonus becomes +9, it loses its natural armor bonus,

Defensive Abilities: channel resistance +6, Immune undead traits

Attacks: A dread phantom armor’s natural attacks all become slam attacks.

Special Abilities: A dread phantom armor creature retains all the special abilities of the base creature, plus the special abilities as described below:

Armored Cage (Ex): Dread phantom armor sometimes pretends to be normal armor (it will even detect as magical armor, see dread armor), letting a creature wear it before revealing its deadly nature. Creatures that purposefully don dread phantom armor are automatically grappled and blinded. This blindness lasts until the grapple is broken. A dread phantom can perform a grapple check on an opponent as a free action once per round (it can still perform another as its standard action). If it pins a wearer, the dread phantom armor can act as normal. If a dread phantom armor is damaged, the creature wearing it takes an equal amount of damage. A freedom of movement spell removes the wearer from inside a dread phantom armor, but it otherwise cannot be removed because the armor will not cooperate. This grants a +4 bonus to grapple checks and grapple CMD against a wearer.

Command Phantom Armors (Su): As a free action, a dread phantom armor can automatically command all normal phantom armors within 30 feet (as the command undead spell). Normal phantom armors never attack a dread phantom armor unless compelled.

Dread Armor (Su): At 2 HD, the dread phantom armor grants its armor a +1 enhancement bonus. For every two additional HD, the armor gains another +1 enhancement bonus, to a maximum of +10 at 20 HD. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of a +5 enhancement bonus, or they can be used to add any of the following armor properties: defiantUE, fortification (heavy, light or moderate), invulnerability, spell resistance, titanicUE.

Adding these properties consumes an amount of bonus equal to its cost. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack and the total bonus cannot exceed +10. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by this ability are determined when the dread phantom armor is created and cannot be changed.

Freeze (Ex): A dread phantom armor can appear to be a normal suit of armor. A dread phantom armor that uses freeze can take 20 on its Stealth check to hide in plain sight, disguised as normal armor, and it suffers no armor check penalty or size penalty when doing so.

Naked Strike (Su): Once per round, a dread phantom armor inflicts a curse on a subject it hits with a melee attack. A successful Will save (DC 10 +1/2 the dread phantom armor’s HD + its Cha modifier) negates. The curse causes the subject to lose all equipment-based bonuses and protections (armor, shield, magic rings, magic cloaks, etc.), except for those acquired from artifacts. The subject is, for all intents and purposes, naked. A subject that makes its saving throw is immune to this dread phantom armor’s naked strike for 24 hours.

Abilities: Increase from the base creature as follows: Str +4 (+2 to attack and damage, +2 to Climb and Swim checks, +2 to Strength and CMB checks, +2 to CMD), Cha +4 (+2 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs). Being undead, a dread phantom armor has no Constitution score.

Skills: Gain Stealth as a class skill, plus a number of bonus ranks equal to the base creature’s HD, and a+8 racial bonus when hiding in plain sight as armor.

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