I hope the phantom charger proves suitably frightful for you, and I'll see you next week with another monster. Thanks for reading!
Green flame dances in the eyes of this ghostly horse. An ichor-dripping fetter trails behind the horse.
Phantom Charger CR 8
NE Large undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +11
AC 19, touch 19, flat-footed 13 (+4 deflection, +5 Dex, +1 dodge, –1 size)
hp 102 (12d8+48); fast healing 5
Fort +8, Ref +9, Will +11
Defensive Abilities incorporeal; Immune undead traits
Speed fly 60 ft. (perfect)
Melee 2 incorporeal touches +14 (3d6 plus 1d6 Strength drain and ghost shackle)
Ranged incorporeal touch +14 (1d6 plus ghost shackle)
Space 10 ft.; Reach 10 ft.
Special Attacks draw and quarter, ghost shackle, Strength drain
Str —, Dex 21, Con —, Int 3, Wis 16, Cha 19
Base Atk +9; CMB +15; CMD 30
Feats Dazzling Display, Dodge, Gory FinishUC, Mobility, Spring Attack, Weapon Focus (incorporeal touch)
Skills Fly +15, Intimidate +13, Perception +11
SQ solo herd
Draw and Quarter (Su) If a creature has four ghost shackles placed on it at the beginning of the phantom chargers’ turn, the attached horses pull in opposite directions from each other, threatening to tear the victim apart. This acts as the phantom killer spell (DC 18), except the killer cannot be turned upon the chargers. If the victim survives this attack, the ghost shackles loosen from the victim. However, if the victim dies as a result of this attack, the phantom chargers pull the victim apart and can apply the effects of the Gory Finish feat.
Ghost Shackle (Su) If a phantom charger successfully hits with its incorporeal touch attack either in melee or with a ranged attack (at a maximum of 30 feet), it can attempt a free grapple combat maneuever check. If this check is successful, it locks the shackle around one of the target’s limbs. The charger is tethered to the victim and gains the grappled condition. It can no longer use this ability until the shackle is removed. The victim does not gain the grappled condition, but the charger moves with it when it moves. To remove the shackle, remove curse or a similar spell must be cast on the victim, treating the caster level as the charger’s HD. This is a curse effect.
Solo Herd (Su) A single phantom charger can take a full-round action to create an additional three duplicates of itself. When it does so, all four chargers possess half the originating charger’s hit points. Additionally, the four chargers incur a –2 penalty on their attack rolls. Finally, all chargers lose the fast healing ability when split in this fashion. If one of the chargers is destroyed, the other horses immediately remerge, and the phantom charger cannot use this ability again until all its hit points are restored.
Strength Drain (Su) Creatures hit by a phantom charger’s melee touch attack must succeed at a DC 20 Fortitude save or take 1d6 points of Strength drain. If the target fails its save, the charger also gains 5 temporary hit points. The save DC is Charisma-based.
When a herd of horses is killed in a cruel manner or through an act of severe neglect, the terrible energies surrounding that act create a terrible gestalt version of the dead horses which seek revenge on those responsible for their deaths. The madness driving the implacable creature causes it to attack any living creature it encounters, however. A phantom charger splits into four component ghostly horses at the start of combat and all four attack the same target, weakening it with their hooves and shackling the victim with the fetters representing their tormented last moments. Once four of the victim’s limbs are chained, the horses attempt to draw and quarter it. The phantom charger repeats this process for every living creature it comes across, until it finally kills the person or people responsible for the herd’s death.