Skip to main content

Font Phantasm




When roused, the elemental appears to be the corpse of a drowned woman with long, pale hair tangled with branches and rotting leaves. She wears an ever-flowing dress covered with yellow stains and deep, billowing sleeves that obscure her hands. The hem also hides her feet. In truth, she doesn’t have any. Instead, whenever anything besides her head and neck are exposed, one discovers only murky water and sodden human bones instead. After a few blows, the elemental’s true state is revealed. From crown to soul, the phantasm consists of only filthy water.


For decades, a mountainside village harbored a dark secret. Although famous for its springs, there was one such body of water they’d never show. Whenever a member of the village became a burden to the rest, save it be one too many children or stricken with illness or injury, they were taken into a deep cave filled with unclean watered, drowned, and left to rot with the rest. No one knows how many times this heinous act was repeated save one time too many. Once the drowning pool awoke and took the form of its first victim, none of the town remained alive by the next morning.


Drowning Pool. Infused with necromantic power, the font phantasm hungers for death and it is never satisfied. It haunts springs and ponds across the region. The elemental’s confused appearance has given rise to a legend of a spectral woman who will appear within a still, stagnant pool when called to or taunted to appear. In truth, the font phantasm is an indiscriminate killer but has molded over time to fit the myth as it helps it find further victims.



The Font Phantasm

Medium elemental (water), chaotic evil​

Armor Class 16 (natural armor)

Hit Points 144 (17d8 + 68)

Speed 40ft

Climb 40ft

Swim 60ft

Str 18 Dex 14 Con 18 Int 8 Wis 16 Cha 7

Saving Throws Wis +7

Skills Intimidation +2, Investigation +3, Perception +7, Stealth +6

Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 17

Languages understands Common but cannot speak

Challenge 12 (8,400 XP)

Life Sight.

The font phantasm can sense any non-construct, non-undead creature within 30ft

Magic Resistance.

The elemental has advantage on saving throws against spells and other magical effects.

Undead Mimicry.

While the font phantasm has more than half its hit points, it is indistinguishable from an undead creature.

Water form.

The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack.

The elemental makes three attacks: two slams and one heartstopping gaze.

Slam.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Heartstopping Gaze.

The font phantasm targets a creature that is frightened of it that it can see and is aware of the elemental within 120ft. The creature must succeed on a DC 15 Constitution save or take 18 (4d10) psychic damage. If the creature fails this save by 5 or more, it drops to 0 hit points instead and begins dying.

Frightful Presence.

Each creature of the font phantasm's choice that is within 60 feet of the elemental and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the font phantasms Frightful Presence for the next 24 hours.

Legendary Actions

The font phantasm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The font phantasm regains spent legendary actions at the start of its turn.


Hunt. The font phantasm makes a Wisdom (Perception) check.

Slam (1 point). The font phantasm makes a Slam attack against a target.

Stalk (1 point). The font phantasm Disengages and moves after a hostile creature. If this movement takes the font phantasm out of view from all other creatures, it may make a Hide check as well.

Bonechilling Stare (2 points). The font phantasm targets a creature it can see within 60ft. The creature must succeed on a DC 15 Constitution save or take 10 (3d6) cold damage and have its speed reduced by half until the end of its next turn. On success, the creature takes half-as-much damage and its speed is not reduced.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned