Guardian Phantom Armor
Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers, phantom armors appear as suits of damaged but animate armor that move with deadly purpose and lethal precision.
- HP
- 13 (3d8)
- AC
- 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
- Speed
- 30 ft.
- Init
- +5
- Melee
- mwk longsword +5 (1d8+2/19–20) or<p class="stat-block-2">2 slams +4 (1d4+2)</p>
- BAB
- +2
- CMB
- +4
- CMD
- 15
- Fort
- +1
- Ref
- +2
- Will
- +3
- Defensive Abilities
- channel resistance +2
Weapons: Simple
freeze (suit of armor)
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
Perception +6, Stealth +7
- Type
- Undead
- Alignment
- NE
- Size
- Medium
- Environment
- any
- Organization
- solitary or pair
- Treasure
- none
- Senses
- darkvision 60 ft.; Perception +6
- Languages
- Common (can't speak)
- Source
- Bestiary 4
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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