Library / Bestiary

Giant Phantom Armor

CR 4.00 Undead NE Large HD 5

Arising from the armored remains of towering humanoids, these suits are particularly fearsome, though slower than guardian phantom armors.

Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 12th to create a guardian phantom armor and at least caster level 15th to create a giant phantom armor.

HP
37 (5d8+15)
AC
18, touch 9, flat-footed 18 (+9 armor, –1 size)
Init
+4
Speed
20 ft.
Fort
+3
Ref
+1
Will
+4
BAB
+3
CMB
+9
CMD
19
Melee
heavy flail +7 (2d8+7/19–20)
Space
10 ft.
Reach
10 ft.
Defensive Abilities
channel resistance +4
str
20
+5
dex
11
+0
con
-
int
7
-2
wis
11
+0
cha
15
+2

Weapons: Simple

freeze (suit of armor)

Universal Monster Rules

Channel Resistance (+4) Ex from Universal Monster Rule
A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).
Freeze (suit of armor) Ex from Universal Monster Rule
The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus

Perception +8, Stealth +4

Details
Type
Undead
Alignment
NE
Size
Large
Environment
any
Organization
solitary or pair
Treasure
none
Senses
darkvision 60 ft.; Perception +8
Languages
Common (can't speak)
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core
View references and cross-links for Giant Phantom Armor

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