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Chimeric Phantom 2014

CR 2 undead

Medium undead, chaotic neutral


Armor Class
11
Hit Points
36 (8d8)
Speed
fly 40 ft. (hover)

STR12 (+1)
DEX13 (+1)
CON10 (+0)
INT13 (+1)
WIS14 (+2)
CHA5 (-3)

Saving Throws
Skills
Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 6011 ft., passive Perception 11
Languages
any languages its constituent souls knew in life
Challenge
2 (450 XP) · Proficiency Bonus +2

Frightening Madness.

A chimeric phantom’s madness unnerves those nearby. Any creature that starts its turn within 10 feet of the chimeric phantom must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the chimeric phantom’s Frightening Madness for 24 hours.

Incorporeal Movement.

The chimeric 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.

Actions

Multiattack.

The chimeric phantom makes two Maddening Grasp attacks.

Maddening Grasp.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details