Phantom

Medium undead, Any alignment

Armor Class

11

Hit Points

22 (5d8)

Speed

walk 0 ft., fly 40 ft.

Damage Resistances

acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

cold, necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

darkvision 60 ft.

Languages

The languages it knew in life

Challenge

1

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.