Phantom

Creature Codex (3pp)

Size
Medium
Type
undead
Alignment
any alignment
AC
11
Hit Points
22 (5d8)
Speed
walk 0 ft., fly 40 ft.
Resistances
acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons
Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft.
Passive Perception
11
Languages
The languages it knew in life
Challenge
1
STR
7
−2
DEX
12
+1
CON
10
+0
INT
6
−2
WIS
12
+1
CHA
12
+1

Traits

Incorporeal Movement

The phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Weakness

While in sunlight, the phantom has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Ghostly Grasp

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) necrotic damage.

Chilling Moan (Recharge 5-6)

The phantom emits an eerie moan. Each creature within 30 feet that isn't an undead or a construct must make a DC 13 Wisdom saving throw. On a failure, the target takes 9 (2d8) cold damage and is frightened until the end of the phantom's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. On a success, the target takes half the damage and isn't frightened.

recharge

D5

Other data

description