Vault BatsCreature 8
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +18 (darkvision)
Languages Aklo, Telepathy 100 Feet
Skills Intimidation +18, Occultism +14, Thievery +18
Str -5, Dex +6, Con +1, Int +0, Wis +4, Cha +6
AC 26; Fort +13; Reflex +18; Will +16; –1 status penalty to all saves vs. death effects
HP 120
Speed 0 feet (fly 35 feet)
Immunities bleed, disease, paralyzed, poison, precision
Resistances All Damage 8
Phantom Fangs
+18 (+14, +10) to hit (agile, finesse, magical, unarmed) 2d8+8 PiercingBound to Bastardhall
Unlike the typical phantom, these phantoms exist fully in the Ethereal Plane and can't shift back and forth between this plane and the Universe.
–1 Status Penalty to All Saves vs. Death EffectsSusceptible to DeathThough phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death.
A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like Execute) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife.
Phantom Touch (spirit)Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type.
Unnerving Shriek
(auditory, emotion, fear, mental, move, occult)The vault bat swoops downward, Flying once and shrieking with a soul-chilling cry as they do so. This movement doesn't trigger reactions. Any adjacent creature the vault bat passes during its Fly must attempt a DC 28 will save or become Frightened 1 (or Frightened 3 on a critical failure).
Grab Item
The phantom beast attempts to Steal one item of up to 1 Bulk from a creature, even if the creature is in combat, though the object still must not be one that is actively in use. If they succeed, they carry the object along with them telekinetically.
Occult Innate Spells (DC 28, +20 to hit)
Cantrips (4th Level): Daze, Telekinetic Projectile
1st Level: Phantom Pain
2nd Level: Blood Vendetta, Spiritual Armament
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
EtherealEthereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
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.
PhantomA phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death but are not undead.
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.