Phantasmagoria Wagon (CR 10/MR 4)

This ramshackle peddler’s wagon is covered with strangely carved doors and cupboards, with eerie light leaking through the cracks. A hooded figure drives a lonely, bedraggled steed before it, but a glowing mist seeps out of doors left ajar to form a spectral staircase leading up to an eldritch portal filled with kaleidoscopic lights and jangling, discordant music that is equal parts disturbing and enchanting.

Phantasmagoria wagon (CR 10/MR 4)
XP 9,600
NE Large construct (mythic)
Init +8MF; Senses darkvision 60 ft., low-light vision; Perception +1

Defense

AC 26, touch 12, flat-footed 26 (+3 deflection, +14 natural, –1 size)
hp 148 (12d10+82)
Fort +4, Ref +4, Will +5
Defensive Abilities hardness 5; DR 10/epic; Immune construct traits; SR 21

Offense

Speed 40 ft.
Melee slam +17 (1d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks bedraggled bondageMA, grim coachman, mysterious musicMA (bardic performance, 30 rounds, DC 22, countersong, distraction, fascinate, suggestion, dirge of doom, inspire greatness), mythic power (4/day, surge 1d8), phantom zoneMA, trample (1d6+9, DC 22)

Spell-Like Abilities (CL 12th; concentration +18 (+22 to cast defensively))
Constant—tongues
3/day—blight, control winds, major creation, mirage arcana (DC 22), obscuring mist, veil (self or bound creature only)
1/day—control weather, mind fog (DC 21)

Statistics

Str 22, Dex 11, Con —, Int 15, Wis 12, Cha 23
Base Atk +12; CMB +19; CMD 32 (can’t be tripped)
Feats Combat Casting, Improved InitiativeMF, Intimidating Prowess, Lingering PerformanceAPG, Skill Focus (Intimidate), ToughnessMF
Skills Bluff +10, Diplomacy +10, Intimidate +33, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Perform (keyboard instruments) +10, Perform (percussion) +10, Sense Motive +10
Languages Common
SQ feed on fear, weird weatherMA, world wheelerMA

Ecology

Environment any land
Organization solitary
Treasure standard

Special Abilities

Bedraggled Bondage (Su) As a standard action, a phantasmagoria wagon can attempt to entice a creature to pull it. This functions as charm monster (DC 22 will negates), but quadrupedal animals and magical beasts take a -4 on their saving throw. If the save succeeds, it is immune to this ability for 24 hours. If the save is failed, the creature willingly takes up the wagon’s traces and pulls it along wherever the wagon (through its grim coachman) commands. Once harnessed to the wagon, the creature gains great strength and speed, as if affected by simultaneous ant haul and longstrider spells, and the wagon can alter the creature’s appearance with its veil spell-like ability. If the creature’s enhanced speed is greater than the phantasmagoria wagon’s, it can move at that speed instead of its own. The bound creature is stricken with crushing despair (no save) as long as it remains bound, though it does not question the need to continue pulling the wagon. The creature gains the grappled condition while bound to the wagon, though its speed is not reduced. If the charm effect is broken, it can attempt to escape the grapple normally and the wagon must maintain the grapple to keep the creature bound. A creature taking an attack of opportunity against the phantasmagoria wagon when it is using its trample attack may choose to attack the wagon or the bound creature but not both. The save DC is Charisma-based.

Feed on Fear (Su) Anytime a phantasmagoria wagon is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5. This includes creatures trapped within the wagon’s phantom zone.

Grim Coachman (Su) To help interact with mortals, a phantasmagoria wagon can create a grim coachman (or “groach”). This figure can have any humanoid appearance or clothing but is usually masked or hooded, and is generally believed to be the true fey menace and the wagon simply a magical conveyance. The groach is an illusion (shadow) effect that only appears to drive the cart and to converse with others, functioning like a project image spell (caster level 12th). The wagon’s spell-like and supernatural abilities can originate from the wagon itself or the groach’s location. The groach cannot be damaged, and if dispelled the wagon can create a new groach on the drover’s board as a full-round action.

Mysterious Music (Su) A phantasmagoria wagon has the bardic performance ability of a 12th-level bard, able to use fascinate, suggestion, inspire greatness, and dirge of doom. It can use up to 30 rounds of bardic performance per day, and it can begin a performance as a move action. The save DC against any of its performances is 22. If the wagon expends one use of its mythic power, it can activate its bardic performance as a swift action rather than a move action for 1 minute, and during this time it can play a frightening tune or inspire greatness or inspire heroics as if it were a 15th-level bard.

Phantom Zone (Su) A phantasmagoria wagon contains a bizarre pocket dimension of shifting landscapes and phantasmal beings of frightful aspect. This dimension can be accessed through any of the wagon’s many doors, appearing as a vortex of light that seeps out like a vaporous ladder, beckoning passersby. The wagon uses its fascinate and suggestion abilities to lure creatures inside, trapping them as a maze spell. Each round a creature ends its turn in the phantom zone, it must save or become shaken (DC 22 Will negates), and subsequent failed saves increase the target’s fear to frightened, then panicked, then cowering. A cowering creature takes 1 point of Wisdom drain for each further failed save. Creatures escaping the phantom zone can attempt a new save each round, reducing the severity of their fear by one step per successful save. Multiple creatures may be trapped within the phantom zone simultaneously, though they cannot perceive or interact with other trapped creatures.

A phantasmagoria wagon may suppress the psychedelia within the phantom zone to fortify its exits, adding its mythic rank to the Intelligence check DC to escape. When it does so, a mythic creature trapped within may add its own mythic rank or tier on checks made to escape the maze. The wagon can expend one use of mythic power to extend the maze’s maximum duration to 1 hour, or two uses to extend it to 1 day; it may imprison creatures for multiple days by spending mythic power each day.

Weird Weather (Sp) A phantasmagoria wagon gains control weather, control winds, and obscuring mist as spell-like abilities and can expend uses of its mythic power to use mythic and augmented versions of these spells, using its mythic rank as its tier. Animals become shaken (DC 22 Will negates) and their initial attitude is worsened by one step within the area of a weather effect created by the wagon and for 1 hour thereafter. As a standard action, the wagon can cause all shaken animals within 30 feet to also become confused for 1 minute (DC 22 Will negates). A successful save grants immunity to this effect for 24 hours.

World Wheeler (Ex) A phantasmagoria wagon roams through lands of every kind and even between worlds and picks up bits of lore wherever it roams, learning the social customs and best ways to interact with people of every kind. It treats Bluff, Diplomacy, Intimidate, Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (planes), and Sense Motive as class skills. It can expend one use of its mythic power to shift itself and any creatures riding on it into the misty borderlands of the realms of the fey. This functions identically to the shadow walk spell but traverses the Fey Realms rather than the Plane of Shadow.


A phantasmagoria wagon is a sentient construct that contains a bizarre and even psychedelic pocket dimension within its doors and drawers. Phantasmagoria wagons originated in the Fey Realms, though whether they were purposefully created or spontaneously came into being is unclear. Whatever their origins, each phantasmagoria wagon carries with it a distillate of the pervasive strangeness of the Fey Realms, a physical and psychic residue that takes tangible form within the null-space inside the wagon in the form of inhuman phantoms and kaleidoscopic cascades of shifting reality. A phantasmagoria wagon is 10 feet long and 8 feet high and weighs 3000 pounds.

Ecology
A phantasmagoria wagon has no metabolism or physiology, but its lack of consumption does not mean it has no effect on the surrounding ecology. Quite to the contrary, the onset of a phantasmagoria wagon is highly disturbing to the natural patterns of wind and weather, disrupting the natural activity cycles of diurnal and nocturnal animals and inspiring choruses of yowling, chattering, and fits of erratic behavior, overwhelmingly intense and always on the edge (if not over it) of going out of control. The phantasmagoria wagon may chase small or weak creatures not with any intention of killing them, but for the simple purpose of inspiring fear or drawing other creatures into the chase or into destructive rampages of their own.

Habitat and Society
As constructs, phantasmagoria wagons have no true society. They are solitary nonesuches, existing only to test, torment, or terrify according to no particular strategy. They do respond to the commands of the eldest and the Tane that rule the Fey Realms, lending support to the claims that they were purpose-built for spreading mayhem and mystery, though they also rumble across the verges between worlds and into the Material Plane on no particular errand but their own. Phantasmagoria wagons acting under the direction of the fey rulers may be sent to recover creatures that have escaped from their fey masters, or to seek out mortals to entice into the pleasure of the fey. Some creatures they entice may be made to serve as beasts of burden, shrouded in illusion as simple drover’s animals, or as impossibly tiny creatures to pull an entire wagon, or as mythic or supernatural beasts from unicorns to nightmares. Others are swallowed up within the phantom zone that lies within every phantasmagoria wagon, disgorged only when their minds are reduced to rubble.

Phantasmagoria wagons are usually sent by their fey masters to remind mortals that some nights are times to fear the wild things in the world beyond, while at the same time tempting the daring or curious to look where others dread and thus find those whose fortitude or foolishness might pique their interest for a visit in the flesh. Phantasmagoria wagons can be ambassadors between mortal and fey, practicing a discordian diplomacy that confounds mortal rationality but slakes the impulses of faerie passions.

Phantasmagoria wagons acting independently may act similarly, spiriting captives off to the Fey Realms out of sheer whimsy or to barter the lives and freedom with denizens of that plane. Some phantasmagoria wagons are entirely nomadic, while others maintain a regular schedule of travels, returning often enough that their advent fills the locals with dread as they barricade themselves inside, huddling in fear. Some localities hold lotteries, chaining the unfortunate loser in the wagon’s path as an offering in the hope that the groach and his wagon will accept their sacrifice and depart, while a rare few volunteer as tribute to exempt their families from future lotteries. Whatever their motivation, few that go unto the wagon are ever seen again.

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