It’s Friday, and I’ve got another monster for you. This one came about from the idea of a druid who died and returned as a ghost, and then became really upset that he or she couldn’t pet doggos. So (un)naturally, the solution was to turn doggos, and other animals, into ghosts too.
I hope you enjoy the phantasmal naturist. See you again soon!
A blue nimbus surrounds this human phantom. Several ghostly animals climb on the person’s legs and arms and alight upon the person’s shoulders as if they were all tangible.
Phantasmal Naturist CR 12
Human phantasmal naturist druid 11
NE Medium undead (augmented humanoid, human, incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +21
AC 17, touch 17, flat-footed 15 (+5 deflection, +1 Dex, +1 dodge)
hp 130 (11d8+77)
Fort +12, Ref +4, Will +12; +4 vs. fey and plant-targeted effects
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits
Speed fly 30 ft. (perfect)
Melee corrupting touch +9 (12d6)
Special Attacks create spawn, deathly delusion, draining touch, malevolence (DC 20), wild shape 4/day
Druid Spells Prepared (CL 11th; concentration +14)
6th—freezing sphere[D] (DC 19), plague storm[UM] (DC 19)
5th—aspect of the wolf[D,APG], baleful polymorph (DC 18), wall of fire
4th—cape of wasps[UM], dispel magic, ice storm, wall of ice[D] (DC 17)
3rd—aqueous orb[APG] (DC 16), cloak of winds[APG] (DC 16), dominate animal (DC 16), nature’s exile[APG] (DC 16), rain of frogs[UM], sleet storm[D]
2nd—aspect of the bear[D,APG], cat’s grace, chill metal (DC 15), frigid touch[UM], hold animal (DC 15), resist energy
1st—calm animals (DC 14), charm animal (DC 14), frostbite[D,UM], obscuring mist, produce flame, speak with animals
0 (at will)—detect magic, guidance, know direction, light
D Domain spell; Domain Arctic[UM]
Str —, Dex 13, Con —, Int 10, Wis 16, Cha 21
Base Atk +8; CMB +9; CMD 25
Feats Dodge, Iron Will, Mobility, Natural Spell, Skill Focus (Handle Animal), Spring Attack, Toughness
Skills Fly +9, Handle Animal +25, Intimidate +15, Knowledge (nature) +16, Perception +21, Stealth +20, Survival +19; Racial Modifiers +8 Perception, +8 Stealth
Languages Common, Druidic
SQ banish flame, call cold, nature bond (Arctic domain[UM]), nature sense, trackless step, wild empathy +16, woodland stride
Deathly Delusion (Su) When a phantasmal druid passes through the square of a living being, that creature must make a DC 20 Will save or fall into a fitful sleep full of nightmares that aren’t its own for 1d4 minutes. For the next 5 nights, the victim must make an additional Will save or be affected as per the spell nightmare.
Phantasmal naturists are druids, rangers, and other creatures who tended to the natural world in life and died protecting their charges. Most return from death with little realization they have perished, and carry on as they had in life. Even when they meet with frustration at not being able to physically interact with plants and animals, they rarely understand their current state. Their unreasoning anger at their lack of physicality causes them to raise an army of undead animals, which they then treat as animal companions or a pack or flock to shepherd. Those phantasmal naturists aware of their status find those responsible for their deaths and gain revenge by transforming their killers’ pets or livestock into ghostly assassins.
Rumor speaks of a variant phantasmal naturist with an affinity for plants raising plant creatures from the dead.
Creating a Phantasmal Naturist (PF1)
“Phantasmal naturist” is an acquire template that can be added to any living creature that has a Charisma score of at last 6 and can cast spells from the druid spell list or obtain an animal companion. A phantasmal naturist uses the ghost template, with most phantasmal naturists taking deathly delusion (see above) as one of its special attacks. A phantasmal naturist also gains the create spawn special attack.
Create Spawn (Su): A phantasmal naturist can create spawn out of animals it slays with special attacks acquired through this template. The animal rises from death as a ghost in 24 hours (an animal with Charisma lower than 6 increases its Charisma to 6 before applying the ghost template). This ghost is under the command of the phantasmal naturist that created it, and remains enslaved until its master’s destruction. A phantasmal naturist may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead.
Creating a Phantasmal Naturist (PF2)
Creating a phantasmal naturist follows the same process as creating a ghost. The phantasmal naturist gains Create Spawn as a special ability, and can choose Deathly Delusion as a special ability in place of one of the listed ghost special abilities.
Create Spawn (divine, necromancy) If an animal dies after being reduced to 0 HP by negative damage dealt by a phantasmal naturist, the animal becomes a ghost. If the new ghost is lower level than its creator, it is under the creator’s control. If a phantasmal naturist controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the phantasmal naturist’s Will DC.
Deathly Delusion [one-action] (divine, illusion, incapacitation, mental) The phantasmal naturist Strides up to its Speed, passing through a living creature’s space. The creature must attempt a Will save.
Critical Success The creature is unaffected and is temporarily immune to Deathly Delusion for 24 hours.
Success The creature is slowed 1 for 1 round and is temporarily immune to Deathly Delusion for 24 hours.
Failure The creature falls unconscious and remains asleep for 1 minute unless woken.
Critical Failure The creature falls unconscious and remains asleep for 10 minutes unless woken. For each night during the following 5 days, the creature is affected by the nightmare spell (Will save negates).
PHANTASMAL NATURIST DRUID CREATURE 12
NE Medium Ghost Incorporeal Spirit Undead
Perception +24; darkvision
Languages Common, Druidic
Skills Intimidation +20, Nature +27, Stealth +20, Survival +22
Str +0, Dex +4, Con +4, Int +2, Wis +5, Cha +7
AC 30; Fort +22, Ref +19, Will +25
HP 233, negative healing, rejuvenation; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs non-magical)
Rejuvenation (divine, necromancy) Restoring a natural area or killing the creature that despoiled it allows the phantasmal naturist druid to move on to the afterlife.
Speed fly 25 feet
Melee [one-action] ghostly hand +24 (agile, finesse, magical) Damage 3d8+12 negative
Primal Innate Spells DC 32; 6th baleful polymorph, tangling creepers; 5th cone of cold, wall of ice; 4th solid fog, wall of fire; 3rd animal vision, fireball, wall of wind; 2nd resist energy, speak with animals; 1st goblin pox, summon animal (x2); Cantrips (6th) detect magic, know direction, ray of frost, tanglefoot
Create Spawn (divine, necromancy)
Draining Touch [two-actions]
Deathly Delusion [one-action] (divine, illusion, incapacitation, mental) DC 32
Malevolent Possession [two-actions] DC 32