Sheet Phantom (CR 1)
Alignment: Chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft. and Listen +8
AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Hit Dice: 3d12 (20 hp)
Fort +0, Ref +3, Will +0
Speed: 20 ft., fly 20 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Buffet +3 melee
Full Attack: Buffet +3 melee
Damage: Buffet 1d4+2 subdual
Special Attacks/Actions: Smother, improved grab
Abilities: Str 15, Dex 16, Con -, Int 10, Wis 10, Cha 15
Special Qualities: Undead, immune to blunt weapons, weaknesses
Skills: Listen +8 and Move Silently +16
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Organization: Solitary (1)
Sheet phantoms attack by dropping upon unsuspecting prey and suffocating them in the folds of their bodies.
Improved Grab (Ex): A successful attack indicates the phantom deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. (See Grapple.) If the phantom succeeds at the grapple, it has wrapped itself around its prey. The following round, the victim must either hold her breath or begin taking suffocation damage. (A character can hold her breath for 2 rounds per point of Constitution. After this time, the character must make a Constitution check (DC 10) in order to continue to hold her breath. The check must be repeated each round, and the DC increases by +1 for each previous success.) If the victim runs out of breath, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates. A victim can escape a sheet phantom's embrace by making an opposed grappling check or an Escape Artist roll against the sheet phantom's grappling roll. While encumbered, a victim can only use a Tiny weapon like a dagger, and then only if it was in hand when first enveloped by the sheet phantom. Damage inflicted on a sheet phantom while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons inflict full damage upon the victim but do not harm the sheet phantom.
Weaknesses: For all their deadly suffocation ability, sheet phantoms have a number of weaknesses. Holy water inflicts 1d4+4 points of damage per vial on a sheet phantom instead of the standard 2d4 points of damage. In addition, all fire-based attacks (normal or magical) inflict an extra point of damage per die. Finally, sheet phantoms recoil from natural sunlight and bright lights (like a daylight spell). If exposed to direct sunlight, sheet phantoms take 1d3 points of damage. They move at half speed during the day.
Spawn: A sheet phantom can merge with the body of any humanoid it slays. The process takes about 12 hours, after which time the victim and sheet phantom transform into a sheet ghoul.
A sheet ghoul is the result of a sheet phantom merging with its humanoid victim. It looks like a normal ghoul, but closer inspection might reveal wispy strands of white material clinging to its face like cobwebs or a decaying shroud. This is the remains of the sheet phantom's linen form.
A sheet phantom is the undead manifestation of an evil person who died in bed, embodied in the bed sheet that covered the corpse. It has no facial features save two glowing, green eyespots. Sheet phantoms glide effortlessly through the air by an innate form of telekinesis.