No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 75' (25')
Armor Class: 6
Hit Dice: 15
Attacks: 2 (2 fists)
Damage: 2d10 / 2d10
Save: L15
Morale: 10
Hoard Class: XV
XP: 9,600
Wax phantoms are 9'-tall lumbering, moaning hulks formed from photosynthetic protoplasm. No restraint can bind them, as they flow through (or outright shatter) bonds with ease. They leave goopy footprints in their passing.
Wax phantoms are nigh-invincible. They can instantly seal wounds and re-attach severed limbs, so conventional melee weapons and firearms are useless. Toxins, diseases, and gas-based attacks also have no effect. Explosives and intense impacts just disperse the creatures for 4d6 rounds, and lasers / heat / fire melt them to a liquid state that requires the same duration to reform. Cold, electricity, and Mental Mutations are really the only ways to combat wax phantoms.
Unnervingly artistic, wax phantoms entomb kidnappees in the creatures' own secretions to create ghoulish galleries of ghastly "statuary". They cheerily explain every step of the process to their victims.
Wax phantoms are nigh-invincible. They can instantly seal wounds and re-attach severed limbs, so conventional melee weapons and firearms are useless. Toxins, diseases, and gas-based attacks also have no effect. Explosives and intense impacts just disperse the creatures for 4d6 rounds, and lasers / heat / fire melt them to a liquid state that requires the same duration to reform. Cold, electricity, and Mental Mutations are really the only ways to combat wax phantoms.
Unnervingly artistic, wax phantoms entomb kidnappees in the creatures' own secretions to create ghoulish galleries of ghastly "statuary". They cheerily explain every step of the process to their victims.
Mutations: Fear Generation
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Inspired by Scooby-Doo, Where Are You! episode #25, "Don't Fool With A Phantom" (1970).
And for the Savage Worlds version, click here!