Lingering Phantom Species in Other Realms | World Anvil

Lingering Phantom

Not every lost spirit that wanders the Material Plane is a sob story, wrapped in a tragic origin. Some spirits are created when those who die refuse to go, allowing their souls to find an anchor that ties them to the world. Unlike ghosts and shades, trapped by circumstance and wanting to move on, these phantoms are constantly drawn towards the eclipse of the afterlife but linger anyway in a place that is no longer their own.   But remaining in the world of the living past your time is hard, taking time and effort, every moment spent being drained of energy. To deal with this, a lingering phantom must suck the life and energy from others, in whatever way it can.   Undead Sinkhole In spite of all the effort they put in to remain in this world, half-dead, and half-alive at the same time, a lingering phantom rarely remembers why it does. In the beginning, their memories of life might drive their cause, but as time passes and the burden of remaining grows too harsh on their minds, they begin to lose themselves.   Eventually, all that remains is the fear of going, and the willingness to do anything to stay. In every moment, the necromantic essence that a lingering phantom uses to keep itself anchored to the Material Plane drains away from it, pouring from its tattered clothes and grey skin in the form of a thick, black mist.   This mist is part of the phantom, a remnant of its shredded soul, and it uses it to view the world, defend itself from harm, and drain necromantic energy from other sources. Losing the mist means losing part of itself, and though more mist will eventually rise to take its place, and though more mist will despise those who take it from them, often flying into a rage if a strong gust of wind happens to blow it away. For this seeking shelter in tombs, tunnels, and ruins to avoid the chance of a windstorm tearing it to pieces.  

Lingering Phantom

Not every lost spirit that wanders the Material Plane is a sob story, wrapped in a tragic origin. Some spirits are created when those who die refuse to go, allowing their souls to find an anchor that ties them to the world. Unlike ghosts and shades, trapped by circumstance and wanting to move on, these phantoms are constantly drawn towards the eclipse of the afterlife but linger anyway in a place that is no longer their own.
 
But remaining in the world of the living past your time is hard, taking time and effort, every moment spent being drained of energy. To deal with this, a lingering phantom must suck the life and energy from others, in whatever way it can.


Armor Class14 (natural armor)
Hit Points 15d10+45
Speed40 ft.
Strength17 (+3)
Dexterity12 (+1)
Constitution17 (+3)
Intelligence9 (-1)
Wisdom18 (+4)
Charisma3 (-4)
Damage ResistancesFireNecroticBludgeoning
PiercingSlashing from nonmagical weapons that aren't silvered
Damage ImmunitiesColdPoison
Condition ImmunitiesBlindedExhaustionParalyzed
Poisoned
SensesBlindsight 60 ft. (blind beyond this radius)Passive Perception
LanguagesUnderstands the languages it knew in life but can't speak
Challenge9 (5,000 XP)
Special 1Negative StrikeWhenever a necromancy spell is cast within 60 feet of the phantom,it regains a number of hit points equal to 10 x the level of the spell
Special 2Shadowy CloakThe phantom is surrounded by a constant cloud of dark mist that makes it difficult to perceive,giving the phantom half-cover at all times except against creatures with blindsight or truesight.
Creatures with blindsight or truesight ignore this effect,and the mist can be dispersed with a strong wind to remove the cover,though it returns in 1d4 rounds
Action 1MultiatackThe phantom makes three claw attacks
Action 2ClawMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 1d6+3 slashing damageplus 4d6 necrotic damage
Action 3Horrifying VisageEach non-undead creature within 60 ft. of the phantom that can see it must succeed ona DC 16 Wisdom saving throw or be frighted for 1 minute.
If the save fails by 5 or more,the target also ages 1d4 x 10 years,and the phantom regains a number of hit points equal to that amount.A frightened target can repeat the saving throw at the end of each of its turns,
ending the frightened condition on itself on success.If the target's saving throw is successful or the effect ends for it,the target is immune to this phantom's Horrifying Visage for the next 24 hours.The aging effect can be reversed with a greater restoration spell,
but only within 24 hours of it occurring

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