A wisp of fluttering light is all that can be seen on the material plane, but in the In-Between, the apparition retains its form from its birth. Whatever that may be.  



Challenge Rating: 5

Size: Medium

Type: Fey (Navirite)

Initiative: +5



Hit Points: 47 (5d8+25)

Armor Class: 18, touch 18, flat-footed 15 (+5 natural, +3 Dex),

Saves: Fort +5, Ref +4, Will +7

Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron



Speed: Fly 60’

Base Attack: +3

Melee: Material plane – Touch +6 (1d6 negative energy plus 1d6 CON drain) In-Between – (2) Claw +8 (1d8+3 + gain 3 HP)

Ranged: None

Special Attacks: —

Sanity Effects: First Encounter 1/1d6



Abilities: STR -, DEX 17, CON -, INT 14, WIS 4, CHA 15

Skills: Acrobatics +3, Athletics +2,  Awareness +10,  Endurance +1, Knowledge +2, Persuasion +3, Spellcraft –, Survival +1, Thievery +4

Talents: 3 points or recommended: Blind Fight, Improved Initiative, Run

Special Qualities: Damage reduction 5 or Legacy/Silver/Amarnium/Aradan steel/cold iron, Awareness +5, Darkvision 60’,  Sense the Living



Environment: Any/In-Between

Organization: solitary, gathering (3-6)


Treasure: None


Constitution Drain – Creatures clawed by a apparition must succeed at a DC 17 Fortitude save or take 1d6 points of Constitution damage. One each successful hit, an apparition gains 5 temporary hit points.


Attack – an apparition does damage based on where its target exists. If the target is in Atheles, they take the touch attack, while those in the In-Between take normal damage.


Sense the Living – Apparitions are drawn to places with lots of people, though they can not harm them unless they are near a source of power such as a waystone. If a living creature is in the In-Between, apparitions will be drawn to them and try their best to kill and trap the living person in the limbo that they live in.


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