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# Chimeric Phantom
*Medium* *Undead* *chaotic neutral*
- **Armor Class:** 11
- **Hit Points:** 36 (8d8)
- **Speed:** walk 0 ft. hover True ft. fly 40 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Tome of Beasts 2, page 62
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 12 (+1) | 13 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | 5 (-3) |
- **Skills:**
- **Damage Immunities:** poison
- **Damage Resistances:** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- **Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- **Senses:** darkvision 60 ft. passive Perception 11
- **Languages:** any languages its constituent souls knew in life
### Special Abilities
- **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.