Phantasm (5e Creature)
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Large undead, neutral evil
Damage Resistances acid, fire, lightning, thunder
Incorporeal Movement. The phantasm 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.
Turn Resistance. The phantasm has advantage on saving throws against any effect that turns undead.
Multiattack. The phantasm makes three attacks.
Life Drain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 25 (4d10 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Ghost Ray. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 16 (2d12 + 3) necrotic damage.
Create Spectre. The phantasm targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a spectre in the space of its corpse or in the nearest unoccupied space. The spectre is under the phantasm's control. The phantasm can have no more than ten spectres under its control at one time.
Phantasms are powerful, spectral undead creatures that resemble very large wraiths. They seek places defiled by death and destruction, such as crypts, battlefields and the lairs of other undead, though they favour the lairs of vampires, and wraiths, wights, and spectres tend to gather in and around the lairs of phantasms. They are very rare, created in much the same manner as wraiths, but infused with powerful evil energy. They fear and hate sunlight, as it reminds them of what they have lost, as well as what they have become, very much like normal wraiths.
Undead Nature. A phantasm doesn't require air, food, drink, or sleep.