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PHANTASM

PHANTASM Medium Undead, Lawful Evil 3 700 xp

  • Armor class 11 (Chain Armor)
  • Hit points 58 (9d8+18)
  • Speed 20ft
  • STR 16 (+3)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Wis +2

Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

Senses: darkvision 60 ft. Passive Perception

Languages: common

Challenge: 3 (700 xp)

The Phantasms give off almost no sound, aside from their death knell attack. The generally drift aimlessly until a living creature is within 10ft of them. When this happens the phantasm let's out it's wail and reaches for it's target. In sunlight the phantasms are very faint, without magical means of sensing the Phantasm they can only be seen from 10 ft away.

Actions

Multiattack. The phantasm can use its Dreadful Glare and makes one attack with its cold grip.

Cold Grip. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with necrotic chills . The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Death Knell. The Phantasm targets one creature it can see within 60 feet of it. If the target can see the phantasm, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the phantasm's next
turn . If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration . A target that succeeds on the saving throw is immune to the Dreadful Glare of all phantasms (but not phantasm lords) for the next 24 hours.