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

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Prey, Expedition to Silver Mount

Phantom, Electric (Typhon Anthrophantasmus) CR: 12 (8,400 XP)

Large aberration (undead), neutral evil
Armor Class: 19 (insubstantial)
Hit Points: 280 ( 20d10+80 )
Speed: 30 ft

STR

18 +4

DEX

18 +4

CON

18 +4

INT

11 +0

WIS

12 +1

CHA

11 +0

Skills: Perception +4
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing
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: 12 (8,400 XP)

  • Aura: Arcane Discombobulation. All creatures within 25 feet of the phantom take 5 lightning damage at the start of its turn. In addition, the aura acts as an antimagic sphere shutting down all magical devices and spells. Note this doesn't not affect psionic abilities including any attack that does psychic damage. In addition, bright light in the aura is reduced to dim light, and dim light becomes darkness.
  • Electrical Burn. When the phantom dies, magical light spews out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash in electrical fire. Any creature in that area must make a CON saving throw. On a failed save, the creature takes 14 ( 2d6 ) lightning 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.
  • Insubstantial 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. Finally, its insubstantial nature grants it resistance to all damage types except radiant.
  • Reactive. The phantom can take one 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: +8 to hit ( 1d20+7 ), reach 10 ft., one target. Hit: 16 ( 1d8+4 ) necrotic damage, and the target is weakened (save ends).
  • Electrokinesis. Ranged Weapon Attack: +8 to hit ( 1d20+5 ), range 150/600 ft., one target. Hit: 13 ( 1d8+2 ) lightning damage.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the phantom takes the Hide action.

Reactions

Punisher. As a reaction to being hit by an attack, the phantom can use either Phantom Slash or Electrokinesis 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.

Suggested Environments

Underdark, Technological 


Created by

solomani.

Statblock Type

Monster

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