Phantom Train (5e Creature)

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Phantom Train[edit]

Gargantuan undead, neutral

Armor Class 17 (natural armor)
Hit Points 222 (12d20 + 96)
Speed 60 ft.

25 (+7) 7 (-2) 27 (+8) 15 (+2) 11 (+0) 9 (-1)

Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 10
Languages Common
Challenge 15 (13,000 XP)

Immutable Form. The train is immune to any spell or effect that would alter its form.

Rails. The train can only move on railroad tracks.


Multiattack. The train makes two ram attacks.

Ram. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage.

Acid Rain. The train creates acid rain in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw, taking 56 (16d6) acid damage on a failed save, or half as much damage on a successful one.


The phantom train is a carrier of souls. It is sentient and will go from one stop to another, carrying souls to the afterlife.

Undead Nature. A phantom train doesn't require air, food, drink, or sleep.

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