Phantom (Typhon Anthrophantasmus) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Prey, Expedition to Silver Mount

Phantom (Typhon Anthrophantasmus) CR: 8 (3,900 XP)

Large aberration (undead), neutral evil
Armor Class: 18 (incorporeal)
Hit Points: 210 ( 15d10+60 )
Speed: 30 ft

STR

18 +4

DEX

14 +2

CON

18 +4

INT

11 +0

WIS

12 +1

CHA

11 +0

Skills: Perception +4
Damage Resistances: acid, cold, fire, lightining, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, frightened, paralyszed, peterfieied, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft., passive Perception 14
Languages: Gothic
Challenge Rating: 8 (3,900 XP)

  • Death Burn. When the phantom dies, magical darkness spews out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash in blackfire. Any creature in that area must make a DC 16 Constitution saving throw. On a failed save, the creature takes 7 ( 2d6 ) necrotic damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
  • Instantaneous 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. Its movement is more akin to a teleport then actual movement so it may pass through hostile creatures and attack from behind. Its movement never provokes attacks of opportunity.
  • Reactive. The phantom can take 1 reaction at the end of each enemies turn.
  • Turning Defiance. The phantom and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead.
  • Unusual Nature. The phantom doesn’t require air, food, drink, or sleep.

Actions

  • Multiattack. The phantom makes two attacks.
  • Phantom Slash. Melee Weapon Attack: +7 to hit ( 1d20+7 ), reach 10 ft., one target. Hit: 8 ( 1d8+4 ) slashing damage.
  • Kinetic Blast Orb. Ranged Weapon Attack: +5 to hit ( 1d20+5 ), range 150/600 ft., one target. Hit: 6 ( 1d8+2 ) bludgeoning damage.
  • Typhon's Call (1/Day, then Timer). If the phantom has taken damage during this combat, it gives itself Advantage on attack rolls until the end of its next turn, and 1d4+1 phantom warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the phantom’s turn on the same initiative count.

Bonus Actions

Martial Fury. The phantom makes one Phantom Slash or Kinetic Blast Orb attack, which deals an extra 9 ( 2d8 ) necrotic damage on a hit, and attack rolls against it have Advantage until the start of its next turn.

Reactions

Punisher. As a reaction to being hit by an attack, the phantom can use either Phantom Slash or Kinetic Blast Orb against the triggering attacker. These attacks automatically hit.

Phantoms are humanoid-shaped Typhons that are formed from the coalesces of multiple Mimic (Typhon Cacoplasmus)s or directly formed from a human corpse. Although they are normally seen shuffling slowly, once they are provoked they tend to move at great speeds towards the player, or to an area close to them.

Created by

solomani.

Statblock Type

Monster

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