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
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