Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
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.
Ability
Grand Finale
Circumstance: The muse phantom's thespian aura is active;
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 basic 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.
Ability
Muse Possession
The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 20), 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 24.
Ability
Occult Spontaneous Spells
DC 22, attack +14; 2nd hideous laughter, invisibility (at will; self only); 1st charm, fear, mindlink; Cantrips (2nd) ghost sound, telekinetic projectile
Ability
Thespian 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.
Offense
Melee
Circumstance: combat round (melee)
phantom hand +13 [+9/+5] (agile, finesse, magical), Damage 2d6+5 negative
Offense
Ranged
Circumstance: combat round (ranged)
resonating note +15 [+10/+5] (magical, range 60 feet, sonic), Damage 2d4+5 sonic
Trait
Incorporeal
An 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. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its 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 and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Common
Necril
Perception
darkvision
Resistance
all damage 5 (except force
ghost touch
or positive