Slumber Phantom

The Griffon's Saddlebag: Book Two p. 398 (Third Party)

Tamaño
Grande
Tipo
undead
Alineamiento
caótico malvado
CA
16
Puntos de golpe
230 (20d10+120)
Velocidad
walk 0 ft., fly 40 ft. (hover)
Salvaciones
Con +13, Int +8, Wis +11, Cha +12
Habilidades
Perception +11, Stealth +20
Resistencias
acid, cold, lightning, thunder
Inmunidades
necrotic, poison, bludgeoning, piercing, and slashing damage from nonmagical attacks
Inmunidad a estados
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Sentidos
darkvision 300 ft., truesight 120 ft.
Percepción pasiva
21
Idiomas
Understands all but doesn't speak
Desafío
23
FUE
10
+0
DES
23
+6
CON
22
+6
INT
13
+1
SAB
18
+4
CAR
21
+5

Rasgos

Proficiency Bonus

+7

Enervating Aura

Any creature other than an undead that starts its turn within 30 feet of the phantom must succeed on a DC 20 Constitution saving throw or take 9 (2d8) necrotic damage. If the saving throw fails by 5 or more, the target falls unconscious for 1 minute. Whenever an unconscious target takes damage or another creature uses an action to try and shake it awake, the target can make a DC 15 Wisdom saving throw, ending the effect on itself on a success.

Ethereal Form

While on the material plane, attack rolls made against the phantom are made with disadvantage unless the phantom is incapacitated. In addition, 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.

Ethereal Jaunt

As a bonus action, the phantom can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Legendary Resistance (3/Day)

If the phantom fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Magic Resistance

The phantom has advantage on saving throws against spells and magical effects.

Spectral Enthallment

Whenever the phantom reduces a humanoid to 0 hit points, the target dies and a specter rises from its corpse. The specter acts immediately after the phantom's initiative count and is under the phantom's control for 1 hour, after which time it vanishes.

Turn Immunity

The phantom is immune to effects that turn undead.

Acciones

Multiattack

The phantom makes two life drain attacks. It can use Dream Eater in place of one attack.

Life Drain

Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 36 (8d8) necrotic damage, and the target must make a DC 20 Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken, and on a successful save, its hit point maximum is reduced by half that amount. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.

Dream Eater

The phantom taps into the nightmares of one creature it touches. The target must succeed on a DC 20 Wisdom saving throw or be subjected to the effects of the phantasmal killer spell for 1 minute (this effect doesn't require the phantom's concentration). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An unconscious creature makes its saving throws against this effect with disadvantage, and whenever it takes damage from this effect, the phantom regains hit points equal to half the damage dealt.

Acciones legendarias

Legendary Action

The phantom can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The phantom regains spent legendary actions at the start of its turn.

recharge

3/TURN

Ghostly Swipe

The phantom makes a life drain attack. Before or after the attack, it can move up to half its speed without provoking opportunity attacks.

Ethereal Banishment (Costs 2 Actions)

The phantom casts banishment (save DC 20), requiring only somatic components and targeting a creature it can see within 5 feet of it. If the target is native to and currently on the Material Plane, it is banished to its corresponding location on the Ethereal Plane, instead of a harmless demiplane. If the target takes any damage while there, it can repeat the saving throw, ending the spell on a success. If the phantom concentrates on the spell for its full duration and the target is in the phantom's Enervating Aura when the spell ends, the target doesn't return.

Devour Dreams (Costs 3 Actions)

The phantom causes a wave of dread to erupt from a point it chooses within 120 feet of it. Each creature within 30 feet of that point is subjected to the phantom's Dream Eater effect.

Otros datos

description

Of all the terrifying spirits and terrors that lurk within the Border Ethereal's gauzy embrace, none is more horrific than the slumber phantom. With its completely unknown origins, most people on the Material and Ethereal Planes know only legends of the phantom, calling it a sandman, boogeyman, or other such monikers. Regardless of name, one aspect of the stories is certain: if it decides to haunt your dreams or hunt you physically, you're best off praying to your deity of choice for a swift end.

Undead Nature. A slumber phantom doesn't require air, food, drink, or sleep.