
Detect Magic |

What do you think the CR adjustment should be for this template?
Type: A phantasmal creature gains the incorporeal subtype.
Defensive Abilities: A phantasmal creature gains the incorporeal ability.
Weaknesses: A phantasmal creature has only 20% as many hit points as a normal creature of its kind (regardless of whether it's recognized as illusory). If reduced to 0 hit points, it is immediately slain.
A phantasmal creature deals the same amount of damage with its attacks and abilities as a normal creature of its kind, unless the target succeeds a Will saving throw to disbelieve the illusion (DC = 10 + the creature's HD). Against a creature that recognizes it as an illusion, the phantasmal creature's damage is only 20% of normal, and all special abilities that do not deal lethal damage are only 20% likely to work.
Spells and spell-like abilities cast by a phantasmal creature always allow for spell resistance, even if they normally would not.
A phantasmal creature entering an area of antimagic ceases to exist, much like a spell effect, for as long as the antimagic persists. In this way, they are "suppressed" (but not slain).
Special Qualities: A phantasmal creature has all of the special qualities of the base creature, plus the following:
- Insubstantial (Ex)
Any creature that interacts with a phantasmal creature can make a Will save to recognize its true nature, as if it has been attacked by the phantasmal creature (see "Weaknesses"). A creature that succeeds on its save sees the phantasmal creature as a transparent image superimposed on vague, ethereal form, granting it a +4 bonus on saves to disbelieve the creature's damage or abilities in the future.
Creatures that are immune to mind-affecting effects automatically disbelieve the illusion.
- Limited Programming (Ex)
A phantasmal creature is mindless, and thus has no Intelligence score, but retains access to all of the base creature's skills and Int-based abilities (use the base creature's Intelligence score for purposes of determining these effects). When unobserved, a phantasmal creature remains inactive, only responding to the presence of active minds. When alert to the presence of a sentient creature (one with an Intelligence score that approaches within 100 feet), a phantasmal creature acts very much like a normal creature of its type, receiving a spark of sentience from the observer. Its behavior, however, is limited. It cannot, for example, engage in conversation. Any words it speaks are distorted and strange, as if caught between the veil of worlds. For this reason, phantasmal creatures are often mistaken for ghosts or other incorporeal undead. Likely, their limited capacity for speech is imparted by their creators, as evident by the fact that phantasmal creatures often repeat the same dialogue, as if unable to speak anything else.
Like other mindless creatures, phantasmal creatures have immunity to all mind-affecting effects.
- Magic Aura (Su)
A phantasmal creature has a magical aura and detects as an ongoing spell effect with a caster level equal to the base creature's HD. A creature that detects the phantasmal creature's aura can attempt a Spellcraft check (DC 15 + 1/2 caster level) to identify the phantasmal creature as an illusion (phantasm). Succeeding at this check provides all the benefits listed above (see "Insubstantial").

Detect Magic |

Init +1; Senses low-light vision, scent; Perception +6
Defense
AC 11, touch 11, flat-footed 10 (+1 Dex, +1 deflection, –1 size)
hp 8 (5d8+20/5)
Fort +8, Ref +5, Will +2
Defensive Abilities incorporeal
Offense
Speed 40 ft.
Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)
Space 10 ft.; Reach 5 ft.
Statistics
Str 21, Dex 13, Con 19, Int — (2), Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 21 (25 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim
SQ insubstantial (Will DC 15), limited programming, magic aura