Whispering Phantasm Creature (CR +2)

The powers that lay beyond the mortal world, sometime take a cruel or unusual interest in the affairs of a single mortal being. They then visit the mortal like some twisted version of a conscious whispering in their ear, in a manner that no other creature can detect. Many of these bonded victims are driven mad, or are at least perceived to be insane by their companions as they speak aloud to beings that are not there. The reasons behind these visitations are strange and inscrutable as it involves an ancient compact forged by the ancient powers from a time before the gods, and its contents and motives are hidden from even the most powerful divinations. Unless they choose to manifest themselves whispering phantasms are imperceptible to creatures that are not their host victims, to their host victims they are ephemeral images of their true form.

Creating a Whispering Phantasm Creature

“Whispering Phantasm” is an acquired template that can be added to any corporeal creature, that has an intelligence score of at least 6. A whispering phantasm creature uses all the base creature’s statistics and abilities except as noted here.

CR: +2

Defenses/Qualities: natural invisibility

Weakness: The base creature gains the following weakness.

  • Bound Flaw: A binding spell cast upon a whispering phantasm's bonded victim affects it rather than the bonded victim. The DC of any binding spell that affects it is increased by 4, and automatically overcomes the creatures immunities, resistances, spell. The binding imprisons the whispering phantasm on the Ethereal Plane and negates its abilities for a year and a day, after that it is trapped on the ethereal plane until the focus of the binding spell is ruined (destroyed not simply broken) though it can use its other abilities but not ethereal jaunt.

Speed: Whispering Phantasms gain a fly speed of 30 feet (perfect), in addition to any other fly speed.

Special Abilities: The creature gains the following special abilities.

Bonded Victim (Su): A whispering phantasm forms a bond with another creature usually a humanoid of the Prime Material Plane. This bonded victim can always perceive the whispering phantasm on its plane even if the whispering phantasm is on another plane. The whispering phantasm can communicate with the bonded victim via a constant telepathic bond or via a whispering wind effect (the phantasms choice) that are not limited by distance or being on different planes of existence.

If a whispering phantasm is subject to a binding spell it releases its bonded victim and that victim is forever immune to this ability, she may gain a new one after performing a ceremony requiring 24 uninterrupted hours of meditation. This ceremony can also replace an bonded victim that has perished.

Ethereal Ambush (Ex): A whispering phantasm that attacks foes on the plane its bonded victim is on in a surprise round can take a full round of actions if it begins the combat by phasing into the Plane its bonded victim is on from the Ethereal Plane.

Ethereal Jaunt (Su): A whispering phantasm can shift from the Ethereal Plane to the plane its bonded victim is on as a free action (even if those planes are not normally connected), and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

Ethereal Stealth (Su): When ethereal any spell or effect that would reveal the Whispering Phantasm (and any of its attended objects) fails to do so (detect invisibility, detect magic, true seeing etc.), unless a successful caster level check DC 15 plus the whispering phantasm’s Challenge Rating is made. If the effect has no caster level, a success Will save (same DC) is required to perceive the whispering phantasm instead

Abilities: Increase from the base creature as follows: Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha +6 (minimum 13, +3 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +3 to the DC any of the creature’s Charisma-based DCs ).

Feats: the base creature gains Improved Initiative and Skill Focus (Stealth) as as bonus feats.

Skills: the base creature gains Stealth as a class skill and gains a number of bonus ranks in that skill equal to its hit dice.

Languages: The creature can speak any language its bonded victim does.

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