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Phantom Knight

Phantom Knights are heavily armored spirits, with faint blue etching on their arms and armor. It is said that these knights are merely echoes of some long-forgotten warrior-king.

Phantom Knight
Rank 3 Arcane Protector
HP: 28 MP: 32 SP: 24
Defense: 20 (Extreme) Concentration: 15
Initiative: +5 Evasion: 9
Size: Large Vitality: 18
Movement: 6 (Walking), 3 (Flying)
Sweep Damage: 19, Dark
To-Hit Check: +8 Range: Sweep 2
Dead Man’s Volley Damage: 28, Light
10 Magic Range: Projectile 8
When you make this attack, you and your target each select two Traits from (Accuracy, Agility, Arcana, Athletics, Combat, or Willpower). You and your target both roll 2d6, plus your two chosen Traits. Whoever loses this roll suffers the damage from this attack (which may be reduced by Reactions). The defender may choose to become Distracted by the attacker, Off-Balance, and/or Knocked Prone, for a +2 to their roll, per condition, after they’ve rolled.
Rebonak’s Retort Damage: -
(Reaction)
3 Stamina Range: Special
Use Requirement: An ally you can see is struck by a foe you can see.
You may move half your Movement towards the foe. Roll To-Hit target’s Concentration; on success, they are Distracted by you until the end of their next turn.
Twili Transit Damage: -
4 Magic Range: Self
You merge with the shadow, becoming Invisible and intangible. You cannot be harmed by physical attacks, though magical attacks will harm you and cause you to be revealed, ending the spell. You cannot move, but if your shadow’s source moves, you are carried along with it. If your shadowy spot is exposed to light or otherwise ceases to be, you are immediately revealed and the spell ends.
Windup Strike Damage: 19, Dark
6 Stamina Range: Melee
Roll To-Hit target’s Concentration; on success, this attack deals 6 more damage.
Default Weapon: Phantom’s Greatsword
(Rank 3 Metal Greatsword)
Accuracy: 3 Attack: 13 Durability: 13
Denizen of Shadows (Passive)
While in total darkness, this creature is Extremely Hard to Hit. While in dim light, this creature is Hard to Hit. While in normal light, this creature is Dazzled. While in bright direct light or sunlight, this creature is Blinded.
Rational Intelligence, Undead, Darkvision
Vulnerability: Light
Combat 6 Willpower 5 Accuracy 5
Hearts 7 Magic 8 Stamina 6
Athletics 7 Arcana 6 Nature 3
Civilization 6 Perception 5 Agility 5
Fortitude 8 Influence 4 Command 5
Intimidate 7 Discipline 5 Insight 4
Mechanics 2 Perform 2 Guile 3
Smithing 5 Enchanting 5 Cooking 1
Drops Weapon (when availble)
2x Phantom Mote (Rank 3 Monster Part)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.