Phantom
Phantom
Medium undead, any alignment
- Armor Class 11 (undefined)
- Hit Points 22 (5d8)
- Speed 0 ft., fly 40 ft. (hover)
- STR
7 (-2) - DEX
12 (+1) - CON
10 (+0) - INT
6 (-2) - WIS
12 (+1) - CHA
12 (+1)
- Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 11
- Languages any languages it knew in life
- Challenge 1 (200 XP)
- 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.