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Phantom 2014

CR 1 undead

Medium undead, any alignment


Armor Class
11
Hit Points
22 (5d8)
Speed
fly 40 ft. (hover)

STR7 (-2)
DEX12 (+1)
CON10 (+0)
INT6 (-2)
WIS12 (+1)
CHA12 (+1)

Saving Throws
Skills
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) · Proficiency Bonus +2

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details