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
XP 4,800
NE Large undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Perception
+11
DEFENSE
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
OFFENSE
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
STATISTICS
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
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
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.