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Phantom: Vision

by Sheldon Morris

Quite different from other phantoms, a vision always inhabits a specific area no greater than 500 square feet. The vision is of several humanoids, rather than a single one, and most have weapons and armor of various types. A vision is actually a collection of lost souls.


Medium undead (phantom), neutral evil
Armour Class 19 (ethereal armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft.
17 (+3)|12 (+1)|16 (+3)|9 (-1)|13 (+1)|26 (+8)
Saving Throws Con +6, Cha +11
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 11
Languages any languages it knew in life
Challenge 8 (3,900 XP)

Collective Soul. The vision is a coalition of several spirits that participated in a shared, violent fate. The vision manifests itself as several individual spirits that share a unified life force, and no individual spirit has hit points. When the vision has been reduced to 0 hit points, all of the individual spirits in the vision are destroyed.

Confined. The vision is confined to an area that contains the remains of its mortal bodies, and that is no greater than 500 square feet. The manifested spirits of the vision can move around within this area but may not leave it. If successfully turned, the vision disappears for 1d6 hours before returning.

Sunlight Weakness. While in sunlight, the vision has disadvantage on attack rolls, ability checks, and saving throws.

Ethereal Sight. The vision can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Turning Defiance. The vision has advantage on saving throws against effects that turn undead.

Howling Cry. After any non-undead creatures enter the area in which the vision is confined, it begins to emit despairing mouns and cries. Any non-undead creature that is within 90 feet of the vision and that can hear the cries must make a DC 16 Intelligence saving throw. A target succeeds automatically if it is immune to being charmed. On a failed save, the target is incapacitated as it is filled with sorrow and sympathy for the spirits in the vision, believing that all is hopeless, and collapse to the ground weeping for the spirits. A target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the vision's Howling Cry for the next 24 hours. The vision continually uses its Howling Cry as long as a non-undead creature occupies its confined area.


Multiattack. The vision makes seven melee attacks; one for each spirit in the vision.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.

Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.

Etherealness. The vision 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 Howling Cry.