This suit of armor moves with a warrior's deadly skill despite obviously being empty.
Guardian Phantom Armor CR 2
XP 600
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +6
Defense
AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
hp 13 (3d8)
Fort +1, Ref +2, Will +3
Defensive Abilities channel resistance +2; Immune undead traits
Offense
Speed 30 ft.
Melee mwk longsword +5 (1d8+2/19–20) or
2 slams +4 (1d4+2)
Statistics
Str 14, Dex 13, Con —, Int 7, Wis 11, Cha 10
Base Atk +2; CMB +4; CMD 15
Feats Improved Initiative, Power Attack
Skills Perception +6, Stealth +7
Languages Common (can't speak)
SQ freeze (suit of armor)
Ecology
Environment any
Organization solitary or pair
Treasure none
Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers, phantom armors appear as suits of damaged but animate armor that move with deadly purpose and lethal precision.
Giant Phantom Armor CR 4
XP 1,200
NE Large undead
Init +4; Senses darkvision 60 ft.; Perception +8
Defense
AC 18, touch 9, flat-footed 18 (+9 armor, –1 size)
hp 37 (5d8+15)
Fort +3, Ref +1, Will +4
Defensive Abilities channel resistance +4; Immune undead traits
Offense
Speed 20 ft.
Melee heavy flail +7 (2d8+7/19–20)
Space 10 ft.; Reach 10 ft.
Statistics
Str 20, Dex 11, Con —, Int 7, Wis 11, Cha 15
Base Atk +3; CMB +9; CMD 19
Feats Improved Initiative, Power Attack, Toughness
Skills Perception +8, Stealth +4
Languages Common (can't speak)
SQ freeze (suit of armor)
Ecology
Environment any
Organization solitary or pair
Treasure none
Arising from the armored remains of towering humanoids, these suits are particularly fearsome, though slower than guardian phantom armors.
Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 12th to create a guardian phantom armor and at least caster level 15th to create a giant phantom armor.