Phantom
Medium Undead, any alignment. CR 1, AC 11, 22 HP. Traits: Incorporeal Movement, Sunlight Weakness.
- Armor class
- 11
- Hit points
- 22
- Challenge
- 1
- Creature type
- Undead
- Size
- Medium
- Alignment
- any alignment
Stat block
- Cha
- 12
- Con
- 10
- Dex
- 12
- Int
- 6
- Str
- 7
- Wis
- 12
- Speed
- Fly: 40; Walk: 0; Hover: true
- Senses
- darkvision 60 ft., passive Perception 11
- Skills
- 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.
- Languages
- any languages it knew in life
- Damage immunities
- cold, necrotic, poison
- Special abilities
- 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.
- Damage resistances
- acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition immunities
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).