Muse PhantomCreature 5
Source Pathfinder #152: Legacy of the Lost God
Perception +10 (darkvision)
Languages Common, Necril
Skills Lore +11, Deception +14, Diplomacy +14, Occultism +13, Performance +16
Str -5, Dex +4, Con +2, Int +0, Wis +3, Cha +5
AC 21; Fort +9; Reflex +13; Will +14;
HP 50 (void healing)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 5
Resonating Note
+15 (+10, +5) to hit (magical, sonic) 2d4+5 SonicThespian Aura (aura, emotion, mental, occult)
30 feet. The muse phantom inspires a supernatural emotional response-either comedy or drama. Each creature that begins its turn in the aura must attempt a DC 20 will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become Clumsy 1; if it is emitting a dramatic aura, affected creatures instead become Stupefied 1.
The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the concentrate trait. A creature possessed by a muse phantom is immune to this aura.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Grand Finale
(mental, occult)Requirements The muse phantom's thespian aura is active
Effect The muse ceases its thespian aura and deals 4d8 mental damage to creatures in a 30-foot burst, including the creature it is possessing, if any (DC 22 will save). Creatures that fail their Will saves are Fascinated by the muse phantom for 1 minute.
The muse phantom can't use Grand Finale again for 1d4 rounds.
Muse Possession
The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the Possession spell (DC 20 will), except the duration is 1d4 hours, and since the phantom muse doesn't have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in Performance, the DC of this ability is DC 24 will.
Occult Spontaneous Spells (DC 22, +14 to hit)
Cantrips (3rd Level): Ghost Sound, Telekinetic Projectile
1st Level (3 slots): Charm, Fear, Mindlink
2nd Level (1 slots): Hideous Laughter, Invisibility (At-Will) (Self Only)
For performers who die before their time and whose love of the theater is stronger than death's grasp, the show does indeed go on. Such actors rise from the grave to become muse phantoms-undead spirits that haunt opera houses or auditoriums and possess the bodies of living actors to continue their art.
A host is often utterly unaware of being possessed by a muse phantom. Like egotistical parasites, muse phantoms assume command of their unwitting thespian shells only during big shows with packed audiences, and even then the host might chalk up their sudden lack of control to the transcendence of performance, not the nefarious influence of some paranormal entity. In time, a performer's mind can become utterly warped by the spirit's domination, twisting artistic temperament and vanity into evil selfishness and tireless obsession.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.