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by Cesare Magnani

Medium-Size Undead (incorporeal)


Hit Dice:

12d12 (78 hp)




40 ft. (see below)


20 (+10 natural)


typically 2-8 swords +12 melee


typically 1d8


Special, see below

Special Attacks:

See below

Special Qualities:

Undead, incorporeal, turn resist/reflection (see below), unnatural aura, sunlight powerlessness, Saves as Spectre


Fort +2, Ref +5, Will +7


Str 10, Dex 10, Con -, Int 10, Wis 10, Cha 10








Any land and underground



Challenge Rating:



Special, see below


Always chaotic evil



A Vision is actually a collection of lost souls, typically of 2d8 humanoids. It often looks like the remains of a fierce battle with no survivors, and always inhabits a specific area of no greater then 500 squares feet. All individual phantoms in a Vision are confined within the area , and cannot pursue or evade. Within their restricted area, phantoms move at 40' per round.

The treasure of a Vision is the occasional magic equipment of the corpses of its phantoms and its victims, and it will appear in the area if the Vision is destroyed.

COMBAT When first encountered, all the soul of a Vision start to cry and howl. All within 90' hearing the noise must make a Will save (DC16). All those failing the saving throw are filled with sorrow and sympathy for the lost souls: they will believe all action is hopeless, and sit down and cry for 11-20 rounds (1d10+20). Those within range must continue to make one Will save each round. After crying out for 1d3 rounds, the creatures in the Vision start to materialising and attack (as a 12-th level Fighter). No single individual has hit points; the Vision as a whole has 12 Hit Dice, and all damages inflicted on all individuals is counted against the total. The Vision attack once per individual phantom within it. Each phantom is typically armed with long sword (1d8 damage points); the DM may equip the phantoms otherwise, using the appropriate damage by weapon type. However, no magical weapons or other magical items can be used. If a Vision is successfully turned, it disappears for 1d6 hours before returning; it cannot move away from the given location.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a Vision at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Sunlight Powerlessness (Ex): Visions are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A Vision caught in sunlight simply disappears, to return at twilight.

Turn Resist/Reflection (Su): If a cleric successfully turn a Vision, it can make a Will save (DC18) to resist turning and reflect the effect to the cleric, who must also must make a Will save (DC16) or be paralysed for 2d6 rounds.

Saves as Spectre (Su): A Vision has the same Saves as a spectre: Fort +2, Ref +5, Will +7

The Vision first appeared in the Dungeons & Dragons Companion Set.