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From Pathfinder Adventure Path: Bastion of Blasphemies, which isn't enabled.

Esmira Vermidian

CREATURE 5

Variant female phantom

Perception +11; darkvision
Languages Common
Skills Arcana +14, Athletics -5, Diplomacy +13, Performance +13, Society +12
Str -5, Dex +4, Con +2, Int +5, Wis +2, Cha +4
Bound to Bastardhall

Unlike the typical phantom, Esmira exists fully in the Ethereal Plane and cannot shift back and forth between this plane and the Universe.


AC 19; Fort +9, Ref +13, Will +11; –1 status penalty to all saves vs. death effects
HP 50; Immunities bleed, disease, paralyzed, poison, precision
–1 Status Penalty to All Saves vs. Death
Bound Even in Death

As phantom, but if Esmira is reduced to 0 Hit Points by any means, her soul does not return to the River of Souls. Instead, her soul is drawn into the soul vortex in the vault under Bastardhall (area I).

Physical Manifestation

Upon reaching rank 1, Esmira manifests a semi-physical body. She loses the incorporeal trait, her immunities and resistances, and her fly Speed, and gains a land Speed of 25 feet. She has a Strength modifier of +1, an Athletics modifier of +8, an AC of 21, 72 HP, and arcane innate spells. Her other statistics do not change.


Speed 0 feet
Melee Phantom Dagger +12 (agile, finesse, magical, versatile s), Damage 2d4+4 piercing
Arcane Innate Spells (Rank 1) DC 22, attack +14; 3rd Fireball, Haste; 2nd Dispel Magic, Invisibility, Resist Energy; 1st Charm, Force Barrage, Illusory Object; Cantrips (3rd) Detect Magic, Electric Arc, Light, Read Aura, Telekinetic Hand
Arcane Innate Spells (Rank 2) DC 24, attack +16; 4th Fly; 3rd Fireball, Haste, Slow; 2nd Dispel Magic, Invisibility, Resist Energy; 1st Charm, Force Barrage, Illusory Object; Cantrips (4th) Detect Magic, Electric Arc, Light, Read Aura, Telekinetic Hand
Arcane Innate Spells (Rank 3) DC 26, attack +18; 5th Impaling Spike; 4th Fly, Translocate; 3rd Fireball, Haste, Slow; 2nd Dispel Magic, Invisibility, Resist Energy; 1st Charm, Force Barrage, Illusory Object; Cantrips (5th) Detect Magic, Electric Arc, Light, Read Aura, Telekinetic Hand
Phantom Touch (spirit)

Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type.

Spellcasting

Once Esmira is rank 1 and has a physical body, she gains the following arcane innate spells. As her rank increases, her arcane spell DC and spell attack modifier increase, and she gains additional innate spells.

Arcane Innate Spells DC 22, attack +14; 3rd Fireball, Haste; 2nd Dispel Magic, Invisibility, Resist Energy; 1st Charm, Force Barrage, Illusory Object; Cantrips (3rd) Detect Magic, Electric Arc, Light, Read Aura, Telekinetic Hand

Rank 2 DC 24, attack +16; 4th Fly; 3rd Slow. Her cantrips are heightened to 4th rank.

Rank 3 DC 26, attack +18; 5th Impaling Spike; 4th Translocate. Her cantrips are heightened to 5th rank.

Pathfinder Adventure Path: Bastion of BlasphemiesORC