Phantom: Apparition
by Sheldon MorrisMedium undead (phantom), neutral evil
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Armour Class 19 (ethereal armor)
Hit Points 82 (11d8 + 33)
Speed 50 ft.
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STR|DEX|CON|INT|WIS|CHA
11 (+0)|17 (+3)|16 (+3)|11 (+0)|16 (+3)|23 (+6)
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Saving Throws Int +3, Cha +9
Damage Immunities cold, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages any languages it knew in life
Challenge 7 (2,900 XP)
---------------------------------------------------------------------------Sunlight Weakness. While in sunlight, the apparition has disadvantage on attack rolls, ability checks, and saving throws.
Ethereal Sight. The apparition can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Turning Defiance. The apparition has advantage on saving throws against effects that turn undead.
Frightening Visage. Each non-undead creature within 60 feet of the apparition that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for one minute. If the save fails by 5 or more, the target is also paralyzed. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on itself on a success. A frightened target that is not paralyzed can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the creature's saving throw is successful, the creature is immune to the apparition's Frightening Visage for the next 24 hours.
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ACTIONSMultiattack. The apparition makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage plus 6 (1d12) necrotic damage.Etherealness. The apparition enters the Material Plane from the Ethereal Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vise versa. It can't affect or be affected by anything on the other plane, except for its Entrancing Mist.
Entrancing Mist (Recharge after a Short Rest). The apparition creates a swirling semi-transparent mist that is 10 feet high, 40 feet wide, and centered on itself. Any creature that enters the area, or that starts its turn in the area, must make a DC 17 Wisdom save or be charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This is often the apparition's first attack while still on the Ethereal Plane. Entrancing Mist affects creatures on the Material Plane even when the apparition creates it while on the Ethereal Plane. It travels with the apparition for 1 minute, or until the apparition is destroyed or turned.