Phantom (5e Creature)
Phantom[edit]
Huge fiend (heartless), chaotic evil Armor Class 18 (natural armor)
Saving Throws Dex +11, Int +10, Wis +9, Cha +11 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. ACTIONSMultiattack. The phantom casts a spell or uses Energy Drain Shot, then makes two Dark Claw attacks. Dark Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) necrotic damage. Energy Drain Shot (Recharge 6). Ranged Spell Attack: +11 to hit, range 120 ft., one creature. Hit: 55 (10d10) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the phantom regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Spellcasting. The phantom is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The phantom has the following spells prepared: Cantrips (at will): chill touch, eldritch blast, mage hand, message, prestidigitation BONUS ACTIONSDoom. The phantom chooses a creature it can see within 120 feet. If the phantom does not die or use this feature again in 1 minute afterwards, that creature dies instantly.
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