# Phantom *Medium* *Undead* *any alignment* - **Armor Class:** 11 - **Hit Points:** 22 (5d8) - **Speed:** fly 40 ft. hover True ft. walk 0 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Creature Codex, page 296 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 7 (-2) | 12 (+1) | 10 (+0) | 6 (-2) | 12 (+1) | 12 (+1) | - **Skills:** - **Damage Immunities:** cold, necrotic, poison - **Damage Resistances:** acid, 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 it knew in life ### Special Abilities - **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. - **Sunlight Weakness:** While in sunlight, the phantom has disadvantage on attack rolls, ability checks, and saving throws. ### Actions - **Ghostly Grasp:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) necrotic damage. - **Chilling Moan (Recharge 5-6):** The phantom emits an eerie moan. Each creature within 30 feet that isn't an undead or a construct must make a DC 13 Wisdom saving throw. On a failure, the target takes 9 (2d8) cold damage and is frightened until the end of the phantom's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. On a success, the target takes half the damage and isn't frightened.